Endzone - A World Apart - Assemble | Kizzle
Greetings, survivors or those, who are soon going to be one!


Endzone - A World Apart is part of the Steam Daily Deal and has a 25% discount for a limited time!
Take the chance to pick a new game for your library and spend the weekend in the post-apocalyptic world of Endzone.

We've just released a new Update on the 28th May with tons of new content, clear defined goals and scenarios, as well as a brand new statistics window and a lot more!

- The team from Gentlymad Studios & Assemble Entertainment wishes you a great weekend! -


https://store.steampowered.com/app/933820/Endzone__A_World_Apart/

Endzone - A World Apart - Assemble | Kizzle


Greetings, survivors!

Another month has passed and the next big update has made it into the world of Endzone. This time we have worked hard to make the game more accessible to everyone. As part of this, we've added new game options that allow you to customize each new round as you wish. In addition to the familiar start condition settings, there are now far more sophisticated and extensive settings available.

In addition, we present you scenarios that represent a new game mode besides the endless game. Scenarios provide you with new challenges and define clear game objectives that have to be met. In addition, you will be rewarded with badges if you pass the individual tasks.

With this update, we also provide you with the statistics window, which will help you to better analyse your settlement and gain a new level of control.



  • Statistics: The new Statistics Screen will in some cases not show correct data and needs to collect new data if a save game from an older version of the game is loaded.
  • Share Codes: Old Share Codes for Map Settings are no longer valid.


  • Scenarios: Added 5 scenarios to the game. Scenarios are challenging winning conditions under which you can play/beat the game. Every scenario has three completion levels and you can earn medals while progressing. Scenarios can also completely alter the way you have to approach and play the game. In the “long summer” scenario, for example, you have to survive long drought periods, making stockpiling food & water and buildings like the Irrigation Plant much more important.
  • Game Options: Added many different game options to adjust and fine tune your gaming experience. With these options you can adjust the overall difficulty and playstyle.
  • Game Options: Added game option presets so you don’t have to manually adjust all the different options by hand every time. The presets include “Easy Mode”, “Builder Mode” or even “Hard Mode” if you are looking for a challenging experience.
  • Achievements: Added new achievements for beating all the different scenarios.
  • Statistics: A completely new statistics screen has been added that provides detailed graphs about Production and Storage of Resources, Population and Buildings (See Important Notes).
  • Main Menu: A Scenario Selection Menu has been added to the Main Menu
  • Side Missions: Added 2 new Outlander Side Missions (you need to upgrade your Town Center twice to get Outlander missions)
  • Tutorial: Added voice overs to the tutorial in German and English


  • Upgrades: Fixed a bug when canceling the demolition of a building that should be upgraded
  • Tutorial: Fixed cemetery link in tutorial
  • Localization: Many proofreading fixes for german localization.
  • Savegames: Day Time Range is no longer part of a savegame. This should fix possible problems where the game was stuck in night or day mode.
  • Savegames: Fixed older savegames, which were broken due to new resource category.
  • Settlers: Fixed bug for manual profession distribution on 300+ Settlers.
  • Settlers: The profession list can now be scrolled correctly and is no longer blocked by headlines
  • Electricity: Fixing Power Poles not being connected, although the preview showed this
  • Electricity: Fixed Weather Station electricity tab not closing correctly


  • Main Menu: Changed the structure when starting a new session in the game menu.
  • Side Missions: Tweaked several Side Missions and removed building goals where possible, so you are not forced to place buildings
  • Forester Lodge: Foresters now immediately plant a new tree after cutting a tree down, if replanting is enabled.
  • Balancing: Changed preset maximum production amount of various resources (protective clothing, Hemp, Weed, Liquor, Ale, expedition rations)
  • Balancing: Tweaked growth times and crop output of field and plantation seeds
  • Balancing: Berries and mushrooms now spawn more food
  • Buildings: Tweaked pathways for the Pub


  • Localization: Some parts of the new statistics screen and the main menu are auto translated.
  • Statistics: Pie Charts and Bar Charts in the Dashboard on the left side of the new Statistics Screen are sporadically flickering when changing between windows.



Scenarios represent a new game mode for Endzone. In addition to the endless game, you can now face concrete and challenging game goals. The individual scenarios can also fundamentally change the way you play. In the "Long Summer" scenario, for example, you have to survive very long periods of drought and have to think hard about how to store enough water and food supplies to be able to withstand the drought. However, scenarios can be adjusted so that you can play with the difficulty you feel most comfortable with.


[Starting a new game]


[Menu for choosing a new Scenario]


[New Steam Achievements]




Many of you have expressed the wish to have more control over the flow of the game and the difficulty level. Especially at the beginning you would like to get to know the basic features of Endzone. But later on, as a veteran, you'll be looking for a really crisp challenge. With the extended game options we now give you the possibility to adjust many parameters of the game yourself and thus to fine-tune it. Even exotic combinations, such as a game without trees (you have to plant them first) can be adjusted in this way. In order to avoid having to adjust all the parameters by hand every time, there are additional presets that allow you to choose between different game types and challenges with a single click.


[Overview of the possible Game Options that can manually be adjusted for every session]


[Comparison of different settings regarding the space around the starting area]



[Game Options setting "No Rain" and "Only Droughts"]




You also wanted an extensive statistics view to analyze your settlement and get a better overview. Here we now provide you with views divided into different categories, which allow you to see exactly how your production buildings are performing and which grievances are currently in progress. Events such as droughts and sandstorms are also recorded directly in the graphs, so you can see which external influences have led to a decrease or increase. The new statistics are a first draft and will be expanded throughout the Early Access phase. We are therefore happy to receive ideas and suggestions for further graphs that you would find useful.


[Statistics showing the development of food in your settlement]


[Statistics showing the development of water in your settlement]


[Statistics showing the development of the population in your settlement]


New Scenarios Update Trailer
https://www.youtube.com/watch?v=i83wE_L_Oes

Updated Roadmap


We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.

- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7453.30178 -
May 20, 2020
Endzone - A World Apart - Assemble | Kizzle
Greetings, survivors!


  • Fixed endless loop when loading a broken savegame.
  • Invalid tasks causing errors on load are now ignored.
  • Fixed initial camera position.
  • Fixed Electric Overload Event not damaging buildings.
  • Fixed possible error when cancelling an expedition.
  • Cancelling an expedition in a large settlement and/or on a slow PC sometimes caused an error. This is now fixed.


  • Improved loading speed.
  • Updated Roadmap for multiple languages.

We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.

- Your Team von Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7445.22889 -
Endzone - A World Apart - Assemble | Kizzle


Greetings, survivors!

For the first Update in May we are finalizing our milestones from April and mark the first month as "Done". We added a little bit more than initially planned, since a lot of you reported various aspects that we found to be important and should be implemented together with the Side Missions. Now, we have also updated the Roadmap to show which contents are planned for June and already started to work on features for May.


  • Side Missions: Added 17 new Side Missions
    • Missions can feature many different rewards and goals
    • Missions can scale with your settlement
  • Side Missions: Added an additional Town Center upgrade
    • This allows you to intercept radio transmissions from other settlers that may want to join your camp
  • Tutorial:
    • Added a new, comprehensive Tutorial with over 30 quests
    • Much more detailed steps
    • Building Highlights
    • Unlock buildings on the way
  • Expeditions: Added a filtering system to the Expedition Window, so it is easier to find the right settlers for your expedition
  • Localization: Added French to supported languages
  • Main Menu: Added Extras section and “Game” Options, this includes a credits roll as well as the option to disable the intro video playback at the start of the game.
  • Achievements: Added a new achievement for finishing the new tutorial.


  • Buildings: Fixed a bug with production buildings, where produced goods were not correctly transported anymore
  • Buildings: The Medical Facility now shows its efficiency when selected.
  • Building: The Medicinen produced by the Medical Facility is now listed under 'Produced' in the statistics.
  • Buildings: Added production group to Medical Facility
  • Buildings: Pubs can now be connected to Power Grids
  • Buildings: Fixed an error if a building gets dismantled during an upgrade
  • Buildings: Irrigation Plants no longer affect lakes
  • Buildings: Upgrading a building now correctly modifies the global inventory max weights
  • Buildings: All buildings of category "Water" now add to the max water capacity of global inventory as Rain Collectors and wells now also modify the global inventory
  • Buildings: Water that is stored in the Town Center is now subtracted from the global inventory fill rate
  • Buildings: Fixed possible error when placing forester lodge at edge of map
  • Resources: Resource amounts are not longer added to produced statistics if the resource is added to the town center inventory
  • Resources: Awards from completing a Side Mission are now added to the statistics under "produced"
  • Resources: Fixed global inventory to be at 100% way too early. Storage weight is now saved separately.
  • Resources: Fixed settler not equipping Radiation Protection if protection is set to “None” in starting conditions.
  • Plantations: Fixed wrong textures for Cherry trees
  • Plantations: are no longer completely cut down when you click on "Harvest now”
  • Settlers: Settlers do now correctly get a buff on their confidence when having a child
  • Settlers: Settlers now correctly pick up Neckscarfs, Activated Coal Masks and Radiation Suits when the player has enabled filters in the Town Center
  • Expeditions: Fixed ruins not being available to scout after cancelling an expedition
  • Environment: Amount of Wildlife doubled



  • Professions: Morticians now recycle gear of dead settlers if condition is above specific value.


  • Tutorial: Added a new character (Arthur Sawchyn) for better immersion during the tutorial missions
  • Side Missions (and new Tutorial): Now have an Intro text
  • Side Missions: Can now be “accepted” or “declined”
  • Side Missions: Can now highlight UI elements
  • Side Missions: The timer for Side Missions is now a small progress bar and the tooltip displays, how many seasons you have to fulfill the mission goals
  • Side Missions: Added typewriter effect to mission descriptions
  • Side Missions: Settler talking to you won’t change anymore during a mission. During a mission, the same character will talk to you and will only change if he/she dies.
  • Side Missions: Missions can now scale in difficulty and size since they are now able to take the amount of settlers in your settlement into account.
  • Settlers: Changed the Settler Badge System: Settlers are now rewarded with a Badge when they reach the Age of “Old Adult”. They receive a Badge for the Profession they worked the longest in. If a Settler was fully educated in a school during his childhood he will receive another Badge when he reaches the age of “Adult”.


  • Settlers: Settler avatars now feature supersampling to avoid flickering.
  • Expeditions: Changed around some expedition goals, so the rewards make more sense
  • Expeditions: The Back-button in Story Dialogs during an Expedition now goes back to the previous Dialog instead of always going back to the Story Entry.
  • Buildings: Gatherer Hut now has a new ambience sound
  • Buildings: Refactored UI in the Town Center for the Clothing Restriction.
  • Buildings: The ambient sound volume of the Expedition Station was reduced to be less dominant in the overall soundscape
  • Notifications:Improved the visuals of the tasks overview in the upper left corner.
  • Notifications: Improved displaying of notifications, some of them now stay active until clicked, so they catch your attention better.
  • Survival Handbook: Increased size of Survival Handbook for better readability.
  • Game: If the player starts a new session the game is no longer paused during the intro camera animation and dialog.


  • The Forester’s Lodge is currently a bit imbalanced. Having the option “Cut & Reforest” active does not result in trees being cut down and planted again equally. Cutting them down is much faster.



The previous Side Missions were very prototypical and most players didn't even notice them. Now the missions have been replaced by new and better balanced missions, which can be accepted or rejected. We've also updated the messages your settlers give you for completing or failing a mission.


- New mission -


- Completed Task -


- Failed Task -

Furthermore, two new Side Missions can be unlocked by upgrading the Town Center to the third level. Through these, New Settlers can occasionally be added to the settlement.


- New Task Window -


- Radio transmission in the Town Center -


- Towncenter Tier 3 Upgrade -



The initial Tutorial was short and a lot of you reported that it was also very loose and minimalistic. For this reason and with your feedback in mind we have rewritten the tutorial completely, it is now more fun and feature packed, helping newcomers to get a better grip in the game. You will learn, step by step, how to build your first settlement. In this course we have also added our first story character: "Arthur Sawchyn". He’ll guide you through it, making remarks and giving helpful advice on how to expand and rebuild your settlement.


- Arthur Sawchyn -


- New highlighting in the Tutorial -


- New Achievement -



We've updated the Roadmap and revealed another month of development!



We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.
____
On the occasion of the new Tutorial there is a stream on our Twitch channel today at 6 p.m. CEST. We go through changes in Endzone together and talk about the current state of development. Join us!
____

- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7432.32175 -
Endzone - A World Apart - Assemble | Kizzle
Hey there survivors!

We know, we just shipped a new major patch yesterday, but there were a few more things we urgently wanted to be fixed or adjusted, so your gaming experience gets even better.

The changes are mainly some "Quality of Life"-changes that were either necessary or just some feedback from our dear community, we decided to implement.


  • Fixed an error in the TaskService when clicking “Build next” or “Repair next”.
  • Fixed radioactive rain not irradiating the environment.
  • Market no longer stocks weed as the Pub needs it in its inventory.
  • Scrap and wood can no longer be irradiated by the environment. This fixes the issue that tools, neckscarfs, etc. could be radioactive.
  • Expeditions, from which you can find a random field/plantation seed, will no longer spawn seeds that the player already owns.
  • Players can now try to get into the Endzone Story multiple times.
  • Expeditions now take the right equipment with them when they are sent to loot a resource deposit.
  • Swapping resources between the expedition and the location they are looting now works more reliable while swapping different amounts.
  • Fixed settler badges being displayed wrong sometimes.
  • Fixed stats not being displayed in production buildings.
  • Unique story expeditions are now only spawned once per map.


  • A Market will no longer “steal” resources from another Market.
  • Increased max. worker amount of Medical Facility: 1 -> 3.
    If you are playing from a savegame, only newly built Medical Facilities will be affected.
  • Increased max. worker amount of Workshop: 1 -> 2.
    If you are playing from a savegame, only newly built Workshops will be affected.
  • Changed threshold until settlers achieve a badge: 5 -> 4 seasons
  • Improved various tooltips for buildings and tasks.
  • Large Scrap Piles now provide more scrap and therefore need a Scrapyard to collect them.
  • There will now always be a rainy season after a drought season
  • There will now always be a rainy season after a no-rain season, if the upcoming season is not a drought.
  • Remastered and improved ingame music.
  • Settlers spawned by a story expedition now walk to the Expedition Station after "Loot & Return".


  • The Forester Lodge and its work mode: “Cut & Reforest” is currently unbalanced. Trees are cut down faster than the time it takes to replant and regrow them.
  • Settlers currently do not get the protection clothing with the best protection value but simply the one that is the closest.

We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.


- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7412.33364 -
Endzone - A World Apart - Assemble | Kizzle
Dear Survivors,
we've released a little Hotfix, adressing the following:


  • Some storage buildings will no longer try to store a resource amount that will not fit the inventory
  • Some Tooltips that were positioned incorrectly now have their correct positions.


  • Added czech special characters


- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7411.31464 -
Endzone - A World Apart - Assemble | Kizzle


Greetings, survivors!

Exactly 2 weeks ago, Endzone - A World Apart launched into Early Access. Many players of the Closed Beta Phase were visibly confused why expeditions were suddenly no longer available. We used the time to continue to work on the expeditions and to expand them. Today is the day when all players can finally access and use the new system to explore the world of Endzone - A World Apart. So with this update, the big content update from April is released and we tick off the first item on our Roadmap. Please note, however, that the expedition system also falls under Early Access and will be expanded and optimized by future updates.

Important: Older Savegames are not compatible with this version.



  • Added the Expedition Station building. This is the central hub to start new and manage ongoing expeditions on the map.
  • Added an Expedition Window to assemble your expedition crew carefully. Add experienced professionals, give them tools, protective clothing or special resources that can help them to fulfill their tasks.
  • Added scouts. Scouts are a new profession, they unlock new locations on your map to send expeditions to, while also helping to set up your expedition with expedition rations.
  • Experience 12 unique stories with different branches and a complex decision making system. Guide your expedition through old buildings and relics of the old world.
  • New Soundtrack for the Expeditions.
  • Added a preloading system to avoid system hangs and freezes. This will show up as a loading bar right after the intro video.
  • Added explanation for settler badges to explain how settlers can earn badges.
  • Added a popup to show our Roadmap at the start of the game (can be disabled).


  • Reworked the upgrade system. Buildings are not disassembled before an upgrade anymore. They will stay intact while visually upgrading to their new form.
  • Market: Now iterates over all chosen resources.
  • Market: No longer stocks resources that are not in the selected resources list.
  • Market: Now correctly uses the area of influence to gather resources.
  • Irrigation Plant: When loading a Savegame, the Irrigation Plant now correctly remembers its last irrigation setting
  • Camera no longer rotates while being in the Main Menu as this was causing nausea for some players.
  • Game Speed is now only reset to default or paused when leaving the Main Menu.
  • Fixed pivot points of barrels and Power Poles
  • The Irrigation Plant now slowly changes the radiation level of the environment according to the radiation level of the water in its inventory.
  • Fixed wrong linkage to several glossary headlines when clicking on the “?” symbol in the inspector.


  • The player now starts with 2 random field seeds and 1 random plantation seed. The other seeds are locked at the start as Expeditions are now part of the game and the player has to search for new seeds.
  • Market: Now accepts Wood & Scrap
  • Pathfinding: Improved performance
  • TaskService: Improved performance
  • DrawbackService: Improved performance
  • Map Generation: Changed ruin distribution amounts so the scenery doesn’t look as repetitive as before while also changing the amount of spawned story ruins.
  • Decreased building costs of the Shelter. (Wood: 96 -> 68, Scrap 180 -> 100, Plastic 12 -> 6, Cloth 10, Building Time 300 -> 250)
  • Irrigation Plant: Increased the Area of Influence from (26 -> 36)


  • The Forester Lodge and its work mode: “Cut & Reforest” is currently unbalanced. Trees are cut down faster than the time it takes to replant and regrow them.
  • Settlers currently do not get the protection clothing with the best protection value but simply the one that is the closest.
  • Using the loot and return window to get the collected resources from an expedition back has some issues, when filling up the capacity.
  • Older Savegames are not compatible with this version.



To be able to send out expeditions, an Expedition Station must first be built. In this building Scouts can be assigned as workers. An Expedition Station requires 36 wood, 58 scrap, 16 metal and 18 plastic to build.



Here you can find an overview of the most important key data of the expeditions:

This is what scouts do:
  • Process water and food into rations
  • Running to ruins to spot them
  • Scouts can not become explorers to avoid problems and misunderstandings
  • Scouts bring Explorer equipment to the Expedition Station

Explorers are sent on an expedition:
  • Need rations (1 for Resource Ruin | 2 for Story Ruin)
    -> Required rations = number of Explorer * Action Points
  • Per ration there is 1 Action Point
  • Each action point allows you to perform an action
  • Explorer can be any settler who is not currently assigned as a Scout
  • Explorers will not be available as settlers during an expedition.
  • Explorers have only a limited inventory



Resource expeditions:
  • Max. 6 settlers can be chosen
  • No Advantages are available
  • No equipment can be chosen
  • No rations are available

Story Expeditions:
  • Max. 6 settlers can be chosen
  • Advantages are available
  • Equipment must be chosen

Procedure:
  • Build expedition post
  • Assign scouts
  • Send out scouts
  • Exploring the ruin - Scout returns
  • Scouts prepare rations
  • Scouts bring Explorer equipment to the expedition post
  • Explorers gather at the expedition post and equip all resources
  • As soon as all explorers are on site, they start the expedition

  • Once arrived at the ruins, the player is faced with various decision options, each of which mostly costs 1 action point

  • If the action points are empty, the expedition must return.
  • If all possibilities are exhausted, the expedition must return.

  • The player can transfer found resources into the inventory of the settlers and must pay attention to the capacity.
  • Expedition returns home and gathers again at the expedition post

  • Resources are stored in the expedition post and then distributed by settlers in the settlement.


Expeditions Feature Trailer


We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.


- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7411.27764 -
Endzone - A World Apart - Assemble | Kizzle


Hey there survivors!

Today on 7:00 p.m. CEST we will be going live on Twitch and talk about the latest patches together with you guys! We will take the chance and chat about the changes and get some more feedback in. Feel free to join in, have some questions prepared and most importantly: Stay friendly all together.

Stream starts 7:00 p.m. CEST and ends about 9:00 p.m.
You find the link to the stream Here
Endzone - A World Apart - Assemble | Kizzle


Hey there survivors!

With the last patch we have adapted the settlers and their behaviour regarding hunger and thirst. This made it easier for players to deal with an emergency situation and to juggle with low resources.
Nevertheless, there seemed to be considerable problems to get out of an emergency situation and to bring heavy bursts of food and water back to a good level. In this patch we have focused on the consumption of settlers and adjusted a few things so that it is now easier to recover.

We have summarized the most important points for you and would like to explain why many questions and inconsistencies have arisen. Many players have noted. that they need to assign over 50% of their settlers just to gather water and food and still did not manage to provide enough for all settlers. Clearly this was not intended and we tackled this issue first. So, what was going wrong?

Water and food consumption was too high and players could not recover after droughts or falling below a certain threshold
  • After we tried to improve the consumption of settlers overall, we noticed, that this is probably not enough. Once your settlement fell in one or both resources to 0, settler aimed on fulfilling their need for hunger and thirst so fast, that a player could simply not get out of the low resource levels. Basically settlers produced not enough to start a stockpile, but just immediately satisfied their hunger and thirst. Now, water carriers can collect more water in one sweep and plants collected in the forest yield more food. We also adjusted the behaviour of settlers even more, so being able to recover from droughts is now easier.

The Cultivated Fields were covered, even though there was no Weather Station build
  • We had an issue, where starting a new game would load up certain states of the Savegame before. For this reason Fields and Rain Collectors could have been covered


  • Cisterns and Water Towers will now correctly register Jettys, Wells and Rain Collectors that are farther away.
  • Dirt Roads will now correctly increase settler movement speed when loading a Savegame.
  • Weather Station settings are now correctly reset when loading a Savegame or starting a new game.
  • The Irrigation Plant no longer radiates the surroundings when irrigation is set to “None”, has no water in inventory or is paused.
  • Irrigation Plants and Rain Collectors now display the High Radiation World Icon if their water is medium or highly radiated.
  • Zooming with the Keyboard now works as intended using the default or numpad - and + buttons.
  • The second message when a mission was finished or failed no longer displays with a random delay.
  • The intro video now respects the audio volume, set in the options menu (bound to master volume).
  • Buildings now update their resources within their area of influence correctly in the UI.
  • Fixed different wrong tooltips.


  • Fishers are working faster.
  • All Seeds on the Cultivated Field grow faster now.
  • Enforced the game to continue in the background when tabbing out of the game window.
  • Water Carriers get more water in one sweep (before: 20, now: 25).
  • Berries and Mushrooms yield more food.
  • Tweaked the hunger and thirst behaviour of settlers to make it possible to recover from extreme food/water shortages.
  • The water amount stored in Rain Collectors and Wells is now taken into account in the global resource UI at the top of the screen.
  • The game now starts in the monitor's native resolution instead of Full HD, when starting the game for the first time. This prevents the misconception that higher resolutions are not supported. Please note: Running the game in 1440p and above is currently not optimized.
  • Changed the distribution of some ruins so it doesn’t look as artificial as before and make other ruins pop out more.
  • Changed the position of tooltips on decrease production limit buttons from top to bottom in the Building UI.
  • Increased default Production Limit for Water to 90,000 and for Food to 5,000.
  • The water and food shortage check, which trigger the red warning in the Resource UI on top of the screen, now take the amount a children needs to eat and drink into account (previously every settler was calculated as adult, even children).
  • Toggling through buildings or settlers now selects them and opens their inspector UI.


  • The Forester Lodge and its work mode: “Cut & Reforest” is currently unbalanced. Trees are cut down faster than the time it takes to replant and regrow them.
  • The irrigation plant currently adds radiation, instead of only leveling radiation to the current radiation level of its inventory.
  • Settlers currently do not get the protection clothing with the best protection value but simply the one that is the closest.

We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.


- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7404.36687 -
Endzone - A World Apart - Assemble | Kizzle


Hey there survivors!

We had several reports from players in Steam, on our Discord and even on Reddit about balancing issues. We investigated your feedback carefully and knew we had to find a solution for this.

we have summarized the most important points for you and would like to explain why many questions and inconsistencies have arisen. Many players have noted. they are not having enough water or food available. Most of the time this problem happened either at the beginning of a new round or after a drought, so we have modified several systems.

Settlers now survive longer without food or water
  • we implemented this in order to make it easier for the player to recover from situations where no food or water is left. This often caused the settlement to completely fall apart.
    Now it should be easier to recover from dire straits.

Cultivated fields and orchards wither away much slower during a drought
  • Crops on cultivated fields and orchards withered away completely during a drought.
    This often caused an entire harvest to be lost and created a very hard setup for the future of your settlement. Your crops had to regrow entirely from scratch and produced no food for the next couple of seasons.
    Now all crops only lose some of their food amount during a drought, setting the food production back but not destroying it outright.

We fixed a bug concerning settler homes
  • It was sometimes the case that settlers would not search for homes, even though there were homes available. This has been fixed.
    We also improved when and how settlers look for a home. If a settler dies and was living in a house, homeless settlers and settlers that are living in shelters will now try to move into that house. The same is done when a house is upgraded.


  • Fixed a Bug were settlers wouldn’t move into empty houses
  • Inhabitant Amount of buildings should no longer exceed


  • Tweaked Hunger and Thirst values of Settlers to be less punishing
  • Tweaked the impact of droughts on the environment to give the player better chances to survive after a drought
  • Children now spend more time in school per visit
  • Inventories of buildings and the Resources in the HUD on the upper edge of the Screen now give more feedback regarding amounts of resources that are reserved to be picked-up by settlers for consumption or work tasks.
  • Improved “No Resources” tooltip of Market
  • The Profession List in the Profession Menu now also outputs the settlers, that will take over the respective profession soon.
  • Camera Zoom has been tweaked and now has additional zoom levels


  • When the patch is played using a Savegame of an earlier version, the reserved amount for food might currently show a negative number.
We know that there are a few more things we need to address and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.

Have a great sunday and a good start into the next week!

- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7400.22651 -
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