Build the game locally and explore the codebase to learn how a JavaScript game engine works.
Create a custom mod to add new shape types or mechanics and share it on the mod hosting site.
Study the production-line game loop as a reference when designing your own factory or puzzle game.
Contribute translations or bug fixes to the community-run fork that continues active development.
Requires Node.js, Yarn, Java for texture packing, and ffmpeg before running the Gulp build.
Shapez is an open source base-building game available on Steam and playable in a browser. The goal of the game is to produce shapes by cutting, rotating, merging, and painting pieces of geometric shapes. The gameplay is broadly in the style of Factorio, where players design and expand automated production lines, though shapez focuses entirely on shape manipulation rather than resource extraction or combat. The source code in this repository is for the original shapez (version 1). The developers have since released shapez 2 on Steam, which adds multi-layer factories, trains, fluids, and better performance. This repository is no longer actively maintained, and contributors are directed to the community-run fork for ongoing work on the original version. For anyone who wants to build the game locally, the process requires Node.js, Yarn, Java (for a texture packing step), and ffmpeg. After installing dependencies, a build tool called Gulp compiles and opens the game in a browser. The default build includes debugging features that can be turned off by editing a config file. The game supports mods, which can be found on a dedicated mod hosting site. Documentation and sample mods are included in the repository to help people create their own. Translation support exists as well, though the developers note they are not currently reviewing new translation submissions. The underlying engine was adapted from an earlier game by the same studio and is written in JavaScript using ES5 with selective ES2015 additions. The developers note that certain modern array methods were avoided in performance-critical code due to speed differences. Game artwork is stored in a separate repository and is automatically compiled into texture atlases during the build process.
← tobspr-games on gitmyhub — every repo by this author, as a profile.
Verify against the repo before relying on details.