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Beginner Guide: Vortex, Modes, Shapes & Milestones

Shapez 2 is a factory-building puzzle where you extract, transform and deliver layered shapes to meet milestone goals. This beginner guide covers the core systems you need to start: scenarios and modes, the starting Vortex area, shapes and configurations, milestones and operator progression, basic building tools (blueprints/stacking), and a few practical tips to get your first factory running.

Getting started: modes and scenarios

  • Game Mode selection occurs from the Play menu. Choose Certification to start the guided tutorial and earn your Operator Certification; after finishing Certification you can continue into Normal or Hard.
  • Classic and Manufacture are the main Mode families. When you create a New Game in Classic or Manufacture the game asks you to pick a Scenario. Scenarios change many things: starting research, camera and platform placement, guaranteed nearby shape/patches, shapes configuration (Quad vs Hex), and limits such as maximum layers on shapes.
  • Default Scenarios you will see include Certification, Classic (Regular/Hard/Insane/Hexagonal) and Manufacture (Regular). Hexagonal Scenario switches shape geometry to the Hex configuration.
  • Scenario choice strongly affects early strategy: Certification and Classic Regular are the safest for first-time players. Hard and Insane raise shape goals and complexity.

The Vortex Platform — your starting base

  • The Vortex Platform is the permanent 3x3 platform in the center of Classic maps where you begin. It has a 54×54 tile area (2,916 tiles) with a central 20×20 chunk blocked by the Vortex, leaving 2,516 usable tiles—the same usable space as a 4×2 Machine Platform.
  • Each side of the Vortex Platform has a Resource Patch where you can extract shapes. For the first Milestones you will usually build your initial factory here and feed shapes to the Vortex with Belts and Belt Launchers.
  • The Vortex Platform perimeter includes 12 Notches that allow up to 144 belts of shapes to be delivered (until Train Vortex Delivery is unlocked).

Shapes, layers and configurations

  • Shapes are the core gameplay objects. Each shape is made of layers; each layer is composed of parts, and each part has a type and a color.
  • The number of parts per layer depends on the Shapes Configuration:
    • Quad configuration (default): 4 parts per layer.
    • Hex configuration (Hexagonal Scenario): 6 parts per layer.
  • Scenario rules also limit shape complexity:
    • In most scenarios (non-Insane), shapes have between 1 and 4 layers.
    • In Insane scenario, shapes can have 1 to 5 layers.
  • The Strict Ruleset (the most common ruleset used for Signal Producers and Item Producers) requires shapes to contain only part types from the current Shapes Configuration and to match the expected number of parts per layer.

Milestones, goals and rewards

  • Milestones are grouped by scenario and present the shape delivery goals that unlock research and rewards.
  • Shapes required for each milestone build on each other; later milestones often require parts assembled from earlier milestone outputs.
  • Milestone requirements and rewards scale with settings chosen at game start:
    • Goal Multiplier, Copy/Paste Cost, and Platform Limit affect how many shapes are needed and what rewards you get.
    • If Copy/Paste is free or Platform Limit is unlimited, some platform-unit rewards will not be awarded.
  • Milestone rewards include Research Points, Platform Units, and Blueprint Points (used for unlocking research and expanding building options).

Operator level and goal progression

  • Each goal line (milestone track) has an independent level and the number of shapes required increases each level following an exponential formula based on a starting amount and growth percent per level. This causes requirements to ramp up significantly as you advance.
  • There is a hard cap on how many shapes a goal line can request due to the formula, but for beginner play you mainly need to be aware that later levels require many more deliveries than early ones.

Building tools: blueprints, cloning and cutting

  • Blueprints let you save and replicate constructions. To create a blueprint select structures and use:
    • Clone Selection (default Ctrl+C) — creates a blueprint while leaving the original in place.
    • Cut Selection (default Ctrl+X) — creates a blueprint and removes the original from the map.
  • Blueprints must be unlocked via milestones: Milestone 2 (Blueprints) in regular Scenarios, or Milestone 0 (Rotate & Cut) in the Hexagonal Scenario. Unlocking blueprints early streamlines expansion and lets you reproduce efficient patterns.

Stacking basics

  • The Stacker takes the shape received at its top input and stacks it on top of the shape received at its bottom input, outputting the combined result. Use stacking to combine simpler parts into layered shapes required by higher-tier milestones.

Practical beginner tips

  • Start on the Vortex Platform and keep early factories compact. The 2,516 usable tiles are enough for early milestones but plan layout for expansion.
  • Choose the Quad (default) configuration for your first runs unless you specifically want the Hex challenge.
  • Follow the milestone progression: build only what you need to reach the next milestone and unlock new machines/blueprints—milestone rewards accelerate your options.
  • Unlock blueprints as soon as available to copy efficient modules rather than rebuilding by hand.
  • Use the Stacker to combine outputs from simpler processing lines instead of trying to produce complex shapes from scratch.
  • Pay attention to scenario settings (Goal Multiplier, Copy/Paste Cost, Platform Limit) when creating a game; they change difficulty and long-term planning.

This guide covers the core beginner systems you will use in early play: choose an approachable scenario, build on the Vortex Platform, learn how shapes and configurations work, follow milestone goals, and unlock blueprints and stacking to scale your factory.

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