1. Update v1.2.0:
  2. Update to Unity 6
  3. The whole game has now been upgraded to Unity 6. This will give us more features to work with, fix bugs, and give us some nice quality of life improvements in the engine and the editor. Essentially, it makes it easier for us to make future updates.
  4.  
  5. Testing has shown that this also brought significant upgrades to performance and stability, especially on MAC and Linux.
  6.  
  7. If you'd like to read more about the upgrade to Unity 6 and what that process was like, be sure to check out this devlog:
  8.  
  9. https://store.steampowered.com/news/app/2162800/view/707777648917481220?l=english
  10. Blueprint Migration
  11. Update 1.2 also brings Blueprint Migration, a change we announced just before the launch of 1.0. This changes how blueprint are saved, making the system more robust and permanent.
  12.  
  13. Warning: This change means that blueprints made prior to Update 1.0 are no longer compatible. In order to transfer them, switch to the 1.1 update branch, place the blueprints you want to save in a savegame, then switch back to the live version (1.2) and save them as blueprint again. Update 1.1 will remain available as a separate branch.
  14.  
  15. Support for replacing/substituting mods
  16. This one requires a bit of an explanation. After Update 1.1, it's been apparent that our update strategy for ShapezShifter wasn't going to work for the live game. When we push an update to shapez 2, we'd need to have a new version of ShapezShifter alongside the game update to prevent all mods that use ShapezShifter from breaking. But with only one version to work from, we either need to leave ShapezShifter broken for the new release, or immediately break the previous release version.
  17.  
  18. However, the game branch feature in Steam allows us to set up an experimental branch for ShapezShifter, so modders can test mods in the new game version before the game is actually updated. This way, mods may already be ready for the next game update before that update even goes live, so you can use those mods immediately.
  19.  
  20. On top of this, we are actively working on making the mod development experience better for everyone. One planned change is an automated canary system in the base game that detects breaking changes to the API as soon as they're found; they can usually be slower to catch.
  21.  
  22. Other changes
  23. UI
  24. The operator level screen now includes info about the game version and if the game is modded.
  25.  
  26. Renamed “Katyusha” achievement into “Space Program”.
  27.  
  28. Content
  29. Added the song “Launched” to the soundtrack
  30.  
  31. Save/Load
  32. Improved auto-save delay.
  33.  
  34. Modding
  35. Mods can now reliably target a specific release version of the game to avoid crashing the game after a patch.
  36.  
  37. Bug Fixes
  38. Fixed shadows for machines not being visible in the whole game
  39.  
  40. Fixed a fatal error when achievements.bin file is corrupted
  41.  
  42. Fixed operator shape targets eventually going over 2.14b and becoming negative (players having run into this problem may still have this displayed as negative)
  43.  
  44. Fixed non-aligned indicators for machine launchers/catchers
  45.  
  46. Fixed meshes for mirrored global wire transmitters
  47.  
  48. Fixed the astroid pump description incorrectly showing 4 pumps needed to supply one space pipe at full saturation (now shows correctly as 24)
  49.  
  50. Fixed belt/pipe catchers appearing linked to the incorrect launcher when a second launcher is within range of the catcher during gameplay
  51.  
  52. Fixed mouse over wire shape visualization only being correct when facing north
  53.  
  54. Fixed belt launchers and catchers switching to conveyor belts when pressing R to rotate while placing them in a platform notch
  55.  
  56. Fixed a possible crash if corrupt data is present in settings files while booting the game
  57.  
  58. Update v1.1.0:
  59. Highlights
  60. Manufacture Hard Mode
  61. If regular Manufacture Mode didn’t tickle your brain quite enough, Manufacture Hard Mode may do the trick! This new scenario ups the challenge with new Trade Stations layouts and much more complex shape goals. More challenging mechanics are introduced earlier, so you’ll be dealing with Crystal shapes and pins quite a bit sooner.
  62.  
  63. To give you a bit of a hand, the shape goals do feature a few more consistent patterns. This allows you to reuse parts of your factories more than on the regular difficulty, or make more use of blueprints. However, this does require you to think ahead and keep your factory organised from the get-go!
  64.  
  65. Hyper Skin DLC
  66. Released alongside this update is the Hyper Skin DLC, a cosmetic override for your Vortex and trains, giving them a sleek hyper-futuristic look with a white finish, hexagonal patterns and an aerodynamic nose (for your trains, the Vortex remains nose-less).
  67.  
  68. The train override includes the Locomotive, Shape Wagon, Fluid Wagon and Space Wagon, in all available line colors.
  69.  
  70. These Skin DLCs are completely cosmetic and are there for those of you who want some visual variety and want to support us further. Of course, proceeds from this DLC will go right back to the development of the game!
  71.  
  72.  
  73. Supporter Edition Vortex
  74. The Supporter Edition of shapez 2 got a free addition of a cosmetic override for the Vortex! This gives it a more industrial look, complemented by the amber-gold Supporter Edition glow. Thank you for your support!
  75.  
  76. This override will automatically be added to your game if you own the Support Edition and have it enabled in Steam. You can turn the override on or off in the new Addition Content menu – more on that next.
  77.  
  78. Additional Content Menu
  79. As there are now two cosmetic overrides available for the Vortex, you’ll need a way to pick between the two! This is where the ‘Additional Content’ menu comes in, available in-game through the main and pause menus. Here, you can enable and disable all individual skins from the additional content you own, as well as the different music packs, without having to step away from your factory. If you’d like to use Hyper Trains with the Supporter Vortex instead of the Hyper Vortex, you can set that up here!
  80.  
  81. Other Changes
  82. Save/Load
  83. Autosave is now delayed while the mouse button is held down, to make sure you’re not interrupted.
  84.  
  85. Visuals
  86. Improved the visibility of upper space levels while on lower levels, making it easier to see through.
  87.  
  88. Bug Fixes
  89. Fixed macOS builds not using the native silicon binary of the game, leading to hangs, crashes and slowdowns.
  90.  
  91. Fixed delays occurring when handling bigger blueprints
  92.  
  93. Fixed train predictions traveling areas that the train will never go under certain conditions
  94.  
  95. Fixed arrows on the sides of converters popping slightly at LOD 2
  96.  
  97. Fixed game hanging when shape asteroid patch likelihood is over 100% and then uncolored half’s weight is reduced
  98.  
  99. Fixed errors on startup leading to an infinite spinner under certain circumstances
  100.  
  101. Fixed and improved a couple of localization strings in several languages
  102.  
  103. … and many more!