ShapeHero Factory

ShapeHero Factory is a game that fuses the factory simulation, roguelite, and tower defense genres. Use different shape combinations to mass-produce a variety of heroes, who will then fight all on their own. All you need to worry about is building the optimal factory to manufacture them.

ShapeHero Factory is a early access, base-building and automation game developed and published by Asobism.Co. and Ltd.
Released on November 05th 2024 is available only on Windows in 12 languages: English, Japanese, Simplified Chinese, French, German, Spanish - Spain, Polish, Russian, Traditional Chinese, Korean, Portuguese - Brazil and Turkish.

It has received 393 reviews of which 364 were positive and 29 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 15.71€ on Steam and has a 15% discount.


The Steam community has classified ShapeHero Factory into these genres:

Media & Screenshots

Get an in-depth look at ShapeHero Factory through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel(R) Core(TM) i5-8400 CPU
  • Memory: 8 MB RAM
  • Graphics: Intel UHD Graphics 630
  • Storage: 1 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
Hello, I want to share my thoughts on this game and what I think could be improved. Tldr: I like this game but it still needs some work. Explaining what I would personaly like. Don't forget it's in early access, so if you buy it don't expect a perfect game. As stated I realy love the idea of the gameplay and art. But at the same time there are some things that feel boring/not that engaging in the gameplay. What do I mean with that? There are the two different "Characters", the "Minionmancer" and the "Spellcaster". While playing the "Spellcaster" you can still participate in combat, but playing the warrior (after gaining the "+0.5 output" upgarde) just lets you watch. There is no reason to watch the battle except that it looks cool in later stages. In the meantime you could just improve your factory, while not being rewarded for watching or punished for not watching, because you can't intervene even if you would watch. My suggestion for "improving"(its preference as well tbf): Add "Minion enhancements" for the "Minionmancer". If I think of a "Minionmancer" I think of someone who summons them and also enhances them. With simple active "Enhancements" the Player could actively participate in the combat again. They could be something to craft like the spells or something to unlock and equip. Examples for possible "Enhancements" - Instant summon: Summon every Hero x (5 / Unit spawncooldown) times. - Minion rage: Your units deal twice/thrice... as much dmg for x time. - Minion Camp: Place a flag where Heros spawn. You may also drag the flag around. The possibilities are (almost) endless. One thing what I think could be fun would be items u could equip or/and being able to select one research tree before starting a run. At the moment I would just restart a run if I get a research tree that I don't like or that is not that good imo. There could be for example an item that lets the player choose that. Items could be just buffs or changes (buff something but nerf/alter something else). With this change the player would have again more agency. And for items some suggestions again: - Rainbow Motives: Every motive output is random but outputs 300%. - Master Painter: You can only place a limited amount of objects but your paintings are instantaneously. - Rushed Uprank: Your heros/spells count twice for hero upgrades but you gain less xp and heros take 1.5 times longer to be deployed. - Sage of Greed: Your output for EVERYTHING is slowed down by 50%. Gain 200% XP from all sources. Gaining an upgrade buffs the output everywhere 10%. Last Thing, just want to share a "Character" idea: Necromancer: Summons skelletons as warriors/archers/mages/dragons... Can sacrifice his "Heros" in combat to cast powerful spells or summon even stronger "Heros" (20 skelletons -> skelleton dragon?) Dwarf: Could have a turret you could equip with different weapons maybe. Active mechanism could change the weapon equiped on the turret. Upgrading the turret could increases dmg, range and firerate. Other idea for dwarf is you could place turrets on mous click in combat that attack the enemies. I don't know if someone will look at this but well. If you did and read everything, thank you for your time. (And if you are someone from the dev team, thank you for the game)
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Nov. 2024
This may be my new favorite game. The factory part has all the niceties and complexities that a factory game should have: splitting/joining belts, teleporters, bridging belts/pipes, upgrades to belt and production speeds, etc. There's a resource called mana that you spend to build so it encourages efficiency (I think it can be turnd off). The timer to build is a bit short but you can pause as much as you want to plan and spend focus to slow time to have extra time to build. There's a ton of units and spells to crank out and use in the tower defense/autobattler part. The td/autobattler part is a bit simplistic but does include some player actions to cast spells at enemies. There's a branching path to follow with random events and upgrades to choose from, currency to earn and spend on meta progression, and ascension levels to climb for the roguelike part. And the tutorial eases you right into the game so it doesn't seem too overwhelming at first. I'm in love with this game.
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Nov. 2024
I'm a huge fan of games like Shapez, and even roguelikes like Slay the Spire, but I feel like this game is struggling to appeal to fans of both. You end up getting the worst of both worlds. My biggest issue is just how RNG isn't implemented in a good way. I'm not against it. I think it can work with conveyor belt games, by making you change strategies, but there are some critical elements that just should NOT be random. Tools should NOT be random. IIRC the cutting tools use to be like that, but it seems like the devs fixed that, but there are still critical tools like the shuffle tools that just cannot be random. Unlike games like Shapez, there is a critical time element that just will punish you too much if you need to scrap an old design to incorporate the shuffle parts, and the later it takes for the RNG to give them to you the harder it will be. I think RNG on units is fine, but you literally cannot plan for tools you might never get. At the very least research points should unlock all tools and parts just like it doesn't for cutting an painting. I will still recommend it, but I would maybe caution people to wait until it's full release.
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Nov. 2024
Great game. Very unique take on the factory and deck-building roguelike genre. I'm personally NOT a huge factory fan, but I love the fantasy card/deck-building aspect of this, and the 30+ class combos (think final fantasy tactics style trees) is super fun to figure out. Pros: --Fresh genre mash-up of Factory and deck-building genre --Great animation style. --"Job Trees" Areas to Improve: --Some of the upgrades/artifacts/relics feel mid / mediocre, especially with the "arcane knowledge" (permanent buffs). --The clicks within the auto-battle feel kindof pointless. In general, the auto-battle portion feels unfinished. It need more direction, goals, and clearer goals. Otherwise, it just feels repetitive. --The timer between rounds can be pretty short (even with "Focus Time" stacks to slow it down), and later on you can really screw yourself up if you didn't plan aheaed with factory layout. For people like me who arent great at factory games, this adds an unnecessary pain to the game. I don't know that the timer is even necessary?? I feel like it adds a forced artifical pressure to the game and takes away the fun / optimization point that factory games have. Maybe find a way to balance the challenge of the fights better so that the timer isn't necessary. --it's unclear how # of units produced in the factory stage affeccts unit count in battle phase. --More variety of relics and artifacts would be helpful. Also the research trees frequently feel uninteractive and not very important. To those considering the game, I am giving a lot of feedback because the game is in active EA and I hope the devs consider some of this. Even if there are aspects that dont feel perfectly refined (like the combat phase, or the relics and research trees), this game is genuinely fun. If you like the genre, it's an 8 or 8.5 / 10.
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Nov. 2024
If you are into factory building and tower defense type games this will probably be right down your alley. It adopts the slay the spire formula with picking encounters which makes every run different and exciting. Loving the freeplay option that allows you to pause while building without stressing about the timer.
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Last Updates

Steam data 01 December 2024 00:54
SteamSpy data 19 December 2024 02:09
Steam price 23 December 2024 12:15
Steam reviews 21 December 2024 14:02
ShapeHero Factory
8.6
364
29
Online players
166
Developer
Asobism.Co.,Ltd
Publisher
Asobism.Co.,Ltd
Release 05 Nov 2024
Platforms