The Conveyor

Shapez 2 is about to leave Early Access, and the numbers already speak for themselves.

After selling over 650,000 copies with a 97% positive review score — one of the highest in the entire factory genre — tobspr Games is shipping the full 1.0 release on April 23rd. That's two weeks from today.

The 1.0 build adds Manufacture Mode, a new permanent factory system with recipe-based resource conversion that gives the game real long-term staying power beyond the core puzzle progression. There are 86 achievements, infinite pipe throughput (finally), and full Steam Workshop mod support — which means the community can now extend the game in ways that kept Factorio alive for over a decade.

What makes Shapez 2 special in this genre is its clarity. Where Factorio rewards encyclopedic knowledge and Satisfactory rewards spatial creativity, Shapez 2 rewards pure logical thinking. The shape-cutting puzzles are genuinely clever, and the 1.0 Manufacture Mode adds just enough resource management to give it factory-game depth without losing that puzzle identity.

If you bounced off the Early Access version, 1.0 is worth a fresh look. This is one of the best factory games released in years, and the launch window is a great time to jump in before the mod scene takes off.

Patch Notes Roundup

Foundry — Update 4 (April 28)
The big additions: Xeno Power Plant (a modular 360MW beast), Construction Drone for remote building, and Drone Miners pulling 60 ore/min. Foundry continues to carve out its niche as the first-person factory builder with real verticality.

Captain of Industry — Update 4 + Trains DLC (March 9)
Trains are here. The expansion also brought map search, build menu search, and 40% faster bridge loading. Developers estimate 2-4 more years of Early Access, which means there's a lot more coming for this underrated colony-factory hybrid.

Satisfactory — Version 1.2 (Confirmed H1 2026)
Coffee Stain's post-1.0 roadmap is taking shape: shallow water extraction, Fluid Truck Stations, new pipeline mechanics, rainfall systems returning, and a Selfie Camera Mode. No exact date yet but "first half of 2026" puts it in our near-term radar.

Factorio — Maintenance Phase
Wube is heads-down on stability and polish. Bug fixes continue rolling out post-Space Age, with version 2.1 on the horizon — expected to include new achievements and quality-of-life refinements. The modding community remains the main source of new content right now, and it's thriving.

Dyson Sphere Program — Active Development
Vehicle System and Space Station features are in active development. Combat system received its first update recently. Space combat, station building, and space hive encounters are all planned. No firm dates, but DSP's development pace has been remarkably consistent.

Techtonica — Development Halted
The tough news this cycle: Fire Hose Games has stopped development on Techtonica, citing insufficient revenue. The game shipped 1.0 in November 2024 with a complete narrative and desert biome, but there won't be further updates, bug fixes, or optimization passes. It's a reminder that even in a growing genre, the economics are brutal for smaller studios.

The Idle Corner

Melvor Idle 2: Everything We Know

The biggest idle game story of 2026 is the Melvor sequel heading to Early Access. Melvor Idle 2 features a full quest-driven storyline spanning levels 1-120, a new team artist, and planned iOS/Android releases. The original Melvor proved that idle games could command premium pricing and build genuine long-term communities — it's generated over $6.7 million in lifetime revenue. The sequel has a lot to live up to, but the March development update showed solid progress.

Meanwhile, the original Melvor Idle still has at least three more major content expansions planned. If you're invested in the first game, it's not going anywhere.

New Releases Worth a Look

  • Slay All Bosses: Idle (April 17) — An RPG-style incremental with strategic boss encounters. The name is exactly what it sounds like, and early descriptions suggest more depth than the typical idle RPG.

  • Black Hole Fishing (April 7) — Fish get converted into cash via singularities. The concept is absurd, but "absurd concept with satisfying numbers" is basically the idle genre's mission statement.

Community Picks from r/incremental_games
DodecaDragons is getting attention for layered progression systems that reward long-term planning. Medieval — Idle Prayer stands out for its manuscript art style. And Degen Idle keeps getting mentioned for clean UI and a satisfying late-game loop.

Cookie Clicker Corner
Orteil closed the Patreon in January but development continues. The 20th building was confirmed as the final one — future updates will focus on minigames and new feature types rather than core progression expansion. Cookie Clicker remains the genre's gateway drug, and it's not going anywhere.

Fresh Off the Line

Modulus: Factory Automation — Launched April 2 on Steam Early Access. A deliberately relaxed factory builder for players who want the genre's satisfaction without the pressure. Early impressions are positive.

Factory Time — Targeting June/July 2026 Early Access. Another new entrant in the factory space.

Autonomica — September 2026 Early Access planned, with a full October release. One to watch later this year.

Manu Idle Dev Log #1

Quick update from the workshop: Manu Idle is in early alpha, built in SwiftUI with CloudKit sync. This week was mostly architecture work — setting up the progression systems that'll drive the core loop. Nothing flashy to show yet, but the foundation matters more than the first screenshot. More next week when there's something visual to share.

That's Issue #2. Got a game I should cover? A take I got wrong? Reply to this email — I read everything.

— Seth

Next issue drops next week. Tell a friend if you're enjoying this.

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