Endzone - A World Apart - Assemble | Kizzle


Important note:

With this hotfix we are addressing some issues that have been reported to us on a frequent basis and should also help the current state of the raiders. Additionally, we continue on fixing issues and listening to your feedback, especially in regard to the raider feature. We try to respond to every thread and are always happy to help. Please don't be surprised if not all known issues have been fixed with this hotfix, we are still aware of them.




  • Buildings: Fixed production buildings not moving resources to depositories even though those have enough space left.
  • Buildings: Fixed a bug where some ground cells are highlighted as blocking even though they aren’t while trying to place new buildings in areas where buildings have been dismantled. This fix only works for newly placed buildings after this Hotfix.
  • Buildings: Fixed Expedition Rations being radiated when radiated water is used.
  • Settlers: Fixed cases where the spawn of ‘resource piles' lead to block the settlers from getting new tasks.
  • Settlers: Fixed a bug that could break the work assignments for settlers.
  • Settlers: Fixed settlers being stuck in a job switching loop.
  • Raiders: Fixed Raiders sometimes no longer triggering after a certain season is reached.
  • Town Center: The fully upgraded Town Center no longer has false information about electricity effects.
  • UI: Decrees should now always be correctly greyed out when they are not usable.
  • UI: Endscreen of Scenarios now show the correct message when it’s Game Over.
  • UI: Fixed cursor flickering issue that could also lead to a drop in FPS.
  • UI: Fixed a bug where the UI stopped working correctly when trying to remove streets.
  • Savegames: Fixed two potential causes for corrupted savegames.



  • Raiders: Raider now appear in lower frequency.
  • Raiders: Tribute now scales less fast when paying them several times.
  • Raiders: Raiders first appearance is now slightly later in the game.
  • Raiders: Watchtower can now be occupied with up to 10 Militias.
  • Side Missions: “Heroes feast” now asks for Food instead of a hearty meal.
  • Side Missions: “This Illness Is Nothing to Sneeze At” now triggers at a higher number of sick settlers and asks for less medicine to be produced.
  • UI: The FPS Limit is now greyed out when Vsync is enabled as it doesn’t work in this combination.
  • Game Modes: Easy mode is now the default mode for a new session as it’s the game mode that is also used in the tutorial.
  • Repair: Buildings set to ‘build next’ are now getting repaired partially if not all resources are available.



- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.0.7755.20733
Endzone - A World Apart - Assemble | Kizzle



12 major updates, 20 patches, 100 new features & missions. One year, 350 fixes, 5000 hours of playtesting, demolished desks, buried plants, unending home office, coffee on tap an a dev accidently locked in to the office – and yet we are alive and breathing!

Endzone flourished due to your dedication. Some reached season 10.000 and beyond by building massive settlements. You, the community sticked to the game, patiently followed it's development and kept on playing. You brought the world of Endzone to life by reaching over 3.5 million hours of playtime and together we have planted more than 40.000 trees.

By releasing this update we are leaving Early Access. And yet, at your request, survival has become more exciting than ever. Raiders are roaming the lands looking for rich and easy prey. Are you willing to pay and keep the peace – or are you going to fight them off with guns and bullets?






  • Raiders: Added raiders to the game. They consist of 5 different tribes, and start spawning in the mid game, around season 30. Every raider tribe has its own leader and motivation. You can fight off raider encounters by building defensive countermeasures. Alternatively, you can also pay tribute, which will increase every time. If you choose to fight, a raging mob spawns on the map, demolishing buildings and stealing resources from your settlement. Every mob has its health and morale. Reducing health can be achieved by firing with lethal ammunition. Less health means that the raider mob has less power. Lowering morale can be achieved by firing rubber bullets or using Siren Towers. This doesn’t weaken the effectiveness of the mob until it has lost its morale, at which point raiders will start to flee.
  • Buildings: Added the Watchtower as a defensive measure against raiders. Assign Militia to the tower to stock it up with ammunition and to fight back in case of a raider attack.
  • Buildings: Added the Siren Tower as a defensive measure against raiders. Provide the siren tower with electricity to fight back autonomously against raiders.
  • Buildings: Added Barricades with 5 different variations as a defensive measure against raiders. Barricades slow down raider movement.
  • Buildings: Added the Ammunition Factory as part of the defensive measures against raiders. It can produce two different types of ammunition. Rubber bullets and lethal ammunition. Rubber bullets reduce raiders’ morale. Lethal ammunition reduces their health.
  • Buildings: Added ability to build diagonal roads using a shortcut.
  • Buildings: Added a smoke effect for damaged buildings.
  • Research: Added 3 new technologies to the tech tree: Defensive measures, the Siren Tower and barricades.
  • Resources: Added Sulfur as a new resource that can be produced in the mine. Sulfur is used for creating bullets.
  • Options: Added FPS limiter as a graphic option. If you are experiencing heat issues you might want to enable vsync or set a FPS limitation to 30, 48 or 60 fps. Default is 60.
  • Options: Added ability to completely activate/deactivate the radiation effect.
  • Statistics: Added a game progress screen where you can track and see several key achievements of your ongoing session.
  • UI: Added a building condition analytic view to see the state of all the buildings in your settlement.
  • UI: Added planning mode. This mode allows you to place buildings as paused construction sites, to plan ahead with no resources being allocated. The mode can be activated via shortcut or by clicking on the planning mode icon when placing a building.
  • Settlers: Added the possibility for diseases to break out, when many dead bodies are lying around; also added a new "plague" notification.
  • Sound: added voice overs in English and German for all scenarios, traders, raider encounters, tutorials and expedition introductions.
  • Sound: Added 2 new soundtrack files for raider encounters and one new gameplay track.
  • Scenarios: Added a new Scenario: Hunters and the Hunted.
  • Achievements: Added 25 new achievements to the game.
  • Main Menu: Added a map preview for the survival game mode.
  • Map Generation: Added over 585 new map variations for the starting area, to make each map more unique.
  • Decrees: Added a new Outlander decree, and reorganized outlander missions.
  • Side Missions: Added 2 new outlander side missions and 3 new research missions.
  • World Task: Added a task to upgrade all streets in a selected area.


New Map Preview





  • Tutorial: Fixed bug that prevented the completion of the Trade Tutorial
  • Tutorial: In the expedition tutorial, when sending the expedition to the gas station, Arthur now talks to the player, as the text suggests.
  • Localization: Fixed a lot of voice over to text mismatches.
  • Map Generation: Fixed error when generating small maps.
  • Map Generation: Distance to water is now always correctly calculated.
  • Buildings: Fixed an error when destroying the medical center.
  • Buildings: Fixed hunter shooting animals outside of it’s area of influence.
  • Buildings: Fixed Research Station not being able to handle food correctly.
  • Buildings: Fixed animals that were moving while they should be killed/caught.
  • Buildings: Fixed bug where the hunting lodge complained about missing animals, while animals were in the area of influence.
  • Buildings: Fixed effect stuttering of damaged buildings.
  • Buildings: Fixing a bug where the list of animals on the map would not be cleared when starting a new game.
  • Buildings: Settlers will now visit the pavilion and memorial.
  • Buildings: Fixed plantations and fields not removing crops correctly after a savegame upgrade.
  • Buildings: Fixed odd plantation placement and moved plantation trees to new positions in older saved games.
  • Buildings: Fixed missing icon highlights for certain world tasks.
  • Buildings: Buildings now get repaired to be functional again if not all resources for an upgrade are available at the moment.
  • Expeditions: Fixed expedition taking the wrong items when going to a resource ruin.
  • Expeditions: Fixed several placeholder errors in expeditions.
  • Expeditions: Fixed missing localization in diner story.
  • Expeditions: Fixed error when loading a savegame when the expedition was on its way back from an infinite resource ruin.
  • Expeditions: Undiscovered ruins from older savegames are no longer discovered when loading the save game.
  • Expeditions: Fixed bad line breaking in expedition window.
  • Expeditions: Ruins are now always markable for dismantling from inside the expedition window.
  • Expeditions: Fixed error when expedition post inventory does not have enough space for all looted resources.
  • Expeditions: Fixed error when starting an expedition when expedition post inventory is full.
  • UI: Fixed view issue when scrolling to bottom of expedition configuration's settler list.
  • UI: Fixed highlighting of settlement inventory items during looting of expeditions.
  • UI: Attractiveness analytic view now always shows the correct values.
  • UI: Notification of damaged buildings is now correctly hidden when there are no damaged buildings anymore.
  • UI: The placeholder text in search fields is now localized.
  • UI: New settlers notification now spawns in all relevant cases.
  • Scenarios: Fixed an error when trying to restart a saved scenario.
  • Wildlife: Fixed several errors that could result in animals walking over lakes and other path inconsistencies.
  • Wildlife: Fixed possibility of only one herd type being on a map.
  • Savegames: Fixed an error that could happen right after trying to load a savegame.
  • System: Fixed global progress being corrupted, and added reconstruction systems where possible.
  • System: Fixed rare issue where the system tries to process autosave-games that are just deleted but still cached by the operating-system
  • System: Fixed wrong scenario being initialized when using restart-button on a scenario-savegame
  • Camera: Fixed camera animation not playing at the beginning of a scenario/tutorial based on a save game.
  • Input: Cancel shortcut (ESC) does nothing when an in game prompt is open.
  • Side Missions: Fixed broken Tailor malfunction mission.
  • Side Missions: Cooldowns for side missions are now actually saved in a savegame.
  • Side Missions: Fixed wrong behavior when counting and solving certain mission goals.
  • Main Menu: Fixed error when going back to the tutorial screen after finishing a tutorial.
  • Settlers: Fixed builders not repairing upgraded buildings, even if all requirements and resources were met.
  • Settlers: Fixed too many settlers being able to live in a house.
  • Settlers: Improved algorithm to find the best suited builder for the next task.
  • Research: Fixed Pipe System technology not working on electric wells.





  • Tutorial: The expedition tutorial now gives all kinds of tools and clothing, so the player has more options to customize the expedition.
  • Side Missions: Changed several trigger conditions and rewards for balancing reasons.
  • Side Missions: Outlander side missions have now been reorganized and don’t require a town center level 3 upgrade anymore. Instead, they can be triggered in the forum and by activating a special decree.
  • Side Missions: Tweaked several side missions to use a trading window, where you can decide what resources you want to “give away”.
  • Side Missions: Too many dead people side mission now requires at least one working graveyard.
  • Side Missions: Several missions now hide their goals, when no goals should be displayed.
  • Side Missions: Knowledge is Power mission no longer spawns when players have more than 9 tech points.
  • Side Missions: Improved localization and UI feedback for side missions with optional solve counts.
  • Main Menu: Overhauled the session creation UI for survival mode.
  • Main Menu: Minor main menu visual and sound tweaks and polishing.
  • Main Menu: Removed or rearranged road map, disclaimer texts and social interaction buttons.
  • Main Menu: Disabled side missions in the builder mode preset.
  • Buildings: Tweaked Memorial textures.
  • Buildings: Tweaked visuals of lupin and tomatoes when growing on a field.
  • Buildings: Animals that have been captured now remember their gender when being brought to a hunting lodge or pasture.
  • Buildings: Tweaked footprint of the school building.
  • Buildings: It’s now possible to build power poles on streets that are not yet built.
  • Buildings: Changed & optimized the visuals of several buildings.
  • Buildings: Solar collectors now reflects light during the day.
  • UI: Several tweaks to building inspectors and buttons.
  • UI: Improved game log and made sure that text is always displayed correctly.
  • UI: Increased font size of all tooltips as they should always be comfortable/easy to read
  • UI: Removed bug button to post feedback (You can still post feedback using ‘F1’)
  • UI: Tweaked radiation screen effect visuals.
  • UI: Changed order of tutorials.
  • UI: Lower hud was reorganized, especially timeline view and analytic buttons, to work better in all aspect ratios and ui scales.
  • UI: Roadmap doesn’t pop up when starting the game anymore.
  • UI: Building Mode overlay is now disabled when the building is currently dismantled.
  • UI: The progress for a story ruin is now shown in the expedition window.
  • UI: Improved visuals of camera position buttons on minimap.
  • UI: Changed sorting of logistics build menu.
  • UI: Street, field, and plantation cursor is now highlighted in subtle red, if not placeable.
  • Scenario: Endscreen now has different buttons and button actions when the scenario failed (restart & main menu vs. continue & main menu).
  • Settlers: Tweaked settler decision making a little to make more sense.
  • Settlers: Tweaked priority for upgrading buildings to be higher.
  • Settlers: Settlers try to stick more to roads if available.
  • Settlers: Adding wandering behavior to idling settlers (they now move around in the near vicinity).
  • Performance: Further performance improvements.
  • Expeditions: Ruins can no longer be dismantled when chosen to be scouted.
  • Expedition: Expedition rations warning no longer triggers when sending an expedition to resource POIs.
  • Achievements: Changed the way achievements are unlocked. Session based achievements can now only be unlocked in a survival game, to avoid getting achievements by simply starting specific scenarios and tutorials.
  • Achievements: Added info text for all game modes to communicate where achievements can be unlocked.
  • Animation: Added scared animation to settlers that are close to an ongoing raider encounter.
  • Animation: Added new animations for kids inside the school.
  • Options: Sensitivity settings are now reset when reset-all-button is pressed in controls options.
  • Options: Removed obsolete resolution warning.
  • Environment: Particles now adapt to game speed.
  • Trading: Animals offered by traders are now weighted based on the amount of animals present in the settlement.
  • Trading: Traders now react after issuing a trading offer, so their reaction in conjunction with the voice overs offers a good experience and feedback.
  • Sound: Reduced the sound for flag decorations.
  • Sound: Changed prioritization of ambient audio sources to make more sense.





  • Map generation: All share codes have become invalid due to the new map variations. New share codes work as expected.
  • Buildings: The Market sometimes collects types of food that are prohibited to be collected. Also the Market sometimes gives wrong feedback about Resources that can’t be collected in the near vicinity.
  • Buildings: The highest upgrade of the bus can still be connected to a power grid, even though the building no longer benefits from electricity. Additionally, the building tooltip for upgrading the mounted bus to the town center falsely contains fragments of its prior function when supplied with electricity.






Lynn the Queen | The Unshakable Ago | The Nihilists | Liam The Prophet | Mike the Mega-Devourer

Raiders now roam the forests in the world of Endzone, looking for suitable settlements to raid and steal from. Be on the lookout and prepare well!

There are now 5 different tribes of raiders in the game, which will visit your settlement at different intervals depending on your session settings and demand a tribute. If you don't want to give in to this, or have too few resources available, only combat will help. How high the demands are depends on your progress and the tribe that is in conflict with you. The more prosperous your settlement is and the more settlers there are, the more devastating the raids will be. Each tribe has its own motivations and goals for raiding, so you better not let them get too close to your settlement!


Raiders attacking a settlement

Raiders announce themselves just before an attack and spawn on a random spot on the edge of the map. From there they make their way to your settlement. During the raid, the mob decides for itself where in the settlement it can hit you the hardest. Are your water reserves well stocked? Then you better fear for your food! Also, raiders destroy the buildings they come close to. The deeper the mob can get into your settlement, the more severe the destruction will be.
Raiders can be fought off in three different ways. You can either pay the required tribute and avoid the attack, or you can defend yourself by trying to bring either the health bar or the morale of the mob to 0. For both purposes, new buildings have been added to the research tree, which you can construct for defensive purposes.


Additional research for Defensive Measurements

Defensive Measures, Watchtowers, Siren Towers and Barricades must first be researched. So go on expeditions in time to find the necessary technology before an attack happens and you are completely defenseless.


Watchtower

Sirene Tower

Barricades

Defensive Measures can be researched to unlock the mining of Sulfur in the mine. With Sulfur you'll produce both Metal bullets and Rubber bullets. Ammunition can only be made in the Ammunition Factory. The following recipes are available there:

  • Metal bullet: 1 coal, 1 sulfur, 1 metal = 5 units
  • Rubber bullet: 1 coal, 1 sulfur, 1 plastic = 5 units


Ammunition Factory

Both types of ammunition can be used by Militias in Watchtowers to shoot at the raiders. Metal bullets decrease the life meter of the mob, rubber bullets decrease its morale. The type of ammunition you want to use to repel the raiders can be set individually in each tower.

Siren Towers are not occupied by settlers, but only require a connection to a power grid. As soon as the raiders enter the siren's radius of action, their morale is lowered. So always make sure that a siren tower has power even at night. Wind turbines that are exclusively available for the tower are particularly suitable for this purpose.

Barricades can also be erected to reduce the attackers' movement speed. If these are well placed, you can delay the advance into the center of the settlement and give your militia the opportunity to defeat the mob before it arrives. In the best case scenario, the raider won’t even proceed far enough to damage any buildings.

As soon as the health bar or morale of the raiders drops to 0, they will take flight and head back to the edge of the map. After leaving the map, you will get an overview of the last attack. It shows how many buildings were damaged and how many resources were stolen from the settlement.


Health bar, morale and looted resources in the Raider UI


Overview of the attack after the raid





  • The release build includes a big release update with brand new gameplay features, targeted especially at the late game.
  • We’ll further support the game with bug fixes and Quality of Life improvements. We know that you’ll want to give us feedback especially on the newly introduced features and we’ll still be all eyes and ears about that.
  • However, in the following months, there won’t be big new feature updates as there were during Early Access.
  • We’ll also start working on a classical “add-on” which is targeted to also come out in 2021. We already have some great ideas for that. But, as always, we’d love your ideas and feedback of what you would like to see.
















With this update, the Early Access of Endzone - A World Apart is over, but this does not mean that we are done with the development. As already confirmed, an Add-On is planned to be released this year. We still want to hear your feedback and ideas to the game, and how we can improve it. If you want to be part of the development, head over to our Discord Server and share your vision with us!

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.0.7747.25951
Endzone - A World Apart - Assemble_Xer0
Greetings, survivors!

Through the "Save The World" Editions sold in January and February 2021, we were able to plant 1.395 trees again!

This time in Malawi to restore indigenous forest trees to the landscape in cooperation with communities while installing water wells and pumps, as well as fruit trees. Planting in combination with sustainable development goals tackles the roots of deforestation by taking pressure off mature trees and educating local women how to build fuel efficient clay brick stoves to save firewood and improve their lives.


You can find more information on the website of our partner: https://onetreeplanted.org/collections/africa/products/malawi

Thanks again to our awesome community and everyone who decided to buy the "Save The World" Edition, we could again do our part to make the world a little greener. Because for each edition sold, we plant a real tree. In total, we already planted 41.707 trees around the world, together with the non-profit organization "One Tree Planted".



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



Endzone - A World Apart - Assemble_Xer0
Survivors!
It’s been a long and occasionally radioactive road, but the end of the Early Access period for our Endzone - A World Apart, is right around the corner.
After selling an impressive 150,000 units during Early Access, on March 18, 2021, the game will see a full launch on Windows PC and Mac via Steam and GOG.

To celebrate this amazing milestone, we have released a handy and informative ‘Recap Trailer’ that sums up all the incredible accomplishments and updates the game has received during Early Access and together with the amazing help of the Endzone-Community!

Additionally, we are also pleased to announce that the game will be receiving its first exciting new expansion later this year!

Throughout the Early Access period, we have been all-hands-on-deck providing fixes, patches, and content expansions to keep you players busy in the survival of your post-apocalyptic colonies.
During this time, we released a whopping 11 major updates, adding new mechanics, buildings, environmental hazards, equipment, branching skill trees, and more.
To help everyone keep up with all the progress, the new trailer gives you a glimpse into the game’s progress from April to now, detailing the 100+ new side missions, 24 new expeditions, 33 new buildings, countless patches and fixes, and of course, the 40,300+ trees planted as a result of the partnership with One Tree Planted.

Watch the ‘Early Access Recap’ trailer here:
https://www.youtube.com/watch?v=pmZ68FNa8Sk


Save the World Edition

In case you missed it, we have also teamed up with the charitable organization One Tree Planted to plant a tree for every Save the World Edition bundle purchase.
In addition, players that buy the Save the World bundle will also receive a free copy of the game’s stellar soundtrack!

Endzone - A World Apart - Assemble_Skoddy



Dear fellow survivors,

today we’ll release our last for now community preview, to shorten the wait for our release update in March and to give us the possibility to polish things already for the Full Release. This community preview includes many quality of life improvements, such as the often requested diagonal street building, a map preview and overhauled session creation. It also features voice recordings for all scenarios, tutorials, traders and expeditions. We are eager to hear what you think of the changes.



As a short disclaimer, other than our previous community preview releases, this version does not contain all the features planned for our upcoming release update. In other words: We are still working on a surprise for you, when the game comes out of early access on March 18th.



Thanks to the Community Preview Branch, anyone who likes to actively participate in the development can now test the upcoming patch early, give their feedback and help us polish the version in advance.

As usual, you can participate in the Community Preview with changing to the specific branch on Steam. How you can do that and everything else you need to know about the Community Preview, can be found by clicking on the banner below!



Thanks a lot for the fantastic support and your enthusiasm for Endzone - A World Apart! Together we have created an incredible game. Let's continue to work together on the game and join in!

Please be aware that the community preview is an ongoing development version and has potential to be unstable, since its features are still being tested. Additionally, some localizations had to be auto translated, because the correct translations did not arrive in time. So, only English and German localizations are fully supported. It is recommended to start a new game when switching to this version, if possible. Otherwise, it could break one of your settlements which were created on the "live" branch.

Have fun and stay safe!
Your teams from Gentlymad & Assemble
Endzone - A World Apart - Assemble_Xer0
Endzone - A World Apart is 25% off in Steam's Lunar Year Sale!
https://store.steampowered.com/app/933820/Endzone__A_World_Apart/


Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Endzone - A World Apart!



Endzone - A World Apart - Assemble_Skoddy


Greetings, survivors!


  • Environment: Fixed “plopping” trees by setting the tree size immediately after tree creation.
  • Research: Fixed research quests related to mines not being solved after researching the relevant technologies.
  • UI: Fixed the display of world icons for all world tasks, which did not show up under certain conditions.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7705.28192
Endzone - A World Apart - Assemble_Skoddy


Greetings, survivors!


  • Buildings: Settlers now use the hammer again, when deconstruction, repairing and upgrading buildings.
  • Buildings: Fixed a faulty “missing resources” label being shown in the pasture’s inspector.
  • Buildings: Fixing the issue, that pastures do not report that no species is selected.
  • Buildings: Fix for animals being shot beyond the hunting lodge’s range.
  • Buildings: Removed footprint of mine at mountains to avoid “black stain”.
  • Buildings: The irrigation plant now stops irrigating if st to “none” or is paused.
  • Buildings: Glossary button for the scrap catcher now links to the correct page in glossary.
  • Buildings: Side Missions that check for tailors now take the building upgrade into account.
  • Buildings: Fixed higher buildings efficiencies (unlocked by technologies) not resetting in a new game.
  • Buildings: Fixed shelter upgrade resetting old and infertile filter.
  • Settlers: Prevent cases where settlers pick construction sites as their home.
  • Incredible fix for Settlers: Water containers are nor longer stuck in settler arms when walking to a jetty.
  • Settlers: Added housing capacity checks to prevent the issue where too many settlers live in one building.
  • Expeditions: POIs can again be marked for dismantling from inside the expedition window.
  • Expeditions: Players are no longer able to create an infinite amount of scout tasks by hitting “enter” in the expedition window.
  • Expeditions: Rewards that can be received during expeditions are now triggered correctly.
  • Expeditions: “Mark for Salvaging” dialogue no longer shows warning about research equipment, if the player already has the maximum amount collected.
  • Expeditions: “Mark for Salvaging” dialogue is no longer shown, if a ruin is completed (all rewards, items and dialogues have been collected or completed).
  • System: Speedup the building condition checks, so that building damage is calculated faster.
  • UI: Resources in HUD now allow the same amount of numbers as the maximum production limit without breaking the layout.
  • Localization: Localization updates and fixes in several languages.


  • Research: Well efficiency technology now completely removes overlapping radius debuffs.
  • UI: Added a fallback for the case that production limits are surpassed (e.g. through missions or trading). 1.000.000 of a resource will be converted to 1.000k and will only be raised in 1k steps.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7704.25558
Endzone - A World Apart - Assemble | Kizzle


Dear fellow Survivors!

Some time has passed since Endzone - A World Apart started into Early Access in April last year. It has been an incredible journey and we are just awestruck by our great community and the rich feedback we got from you all. We already stated earlier that our Early Access period will be roughly a year and we stand by this claim, which is why Endzone releases as a full game on 18th of March this year. For this reason, we will interrupt our regular pace of one major update per month and dedicate our resources to optimization, improvement and, most importantly, working on brand new features for our release update, which is why there will be no further update in February. To not leave you hanging, a Community Preview will be made available in February, where you can also enjoy some of the bug fixes and improvements that will be part of our release version. We understand that for some of you our news might come as a surprise (we didn’t talk too much about our release date), as you might have thought that our early access period might be even longer.

We think that our game has matured tremendously over the whole development and especially since the start of its Early Access period. Development has been driven and influenced by what you had to say and wished for, which often matched our own vision but sometimes gave us a completely new perspective on what to prioritize on. It is hard for us to let go and we think that you might share this feeling with us, so we’d like to let you know what will happen to Endzone and what you can expect from us during 2021.

  • With the release on 18th March 2021, Endzone will get a big release update, including brand new gameplay features, targeted especially at the late game.
  • After that we’ll support the game with bug fixes and Quality of Life improvements. We know that you’ll want to give us feedback especially on the newly introduced features and we’ll still be all eyes and ears about that.
  • However, in the following months, there won’t be big new feature updates as there were during Early Access.
  • The team will focus on evaluating and eventually start porting the game to modern consoles, with time and resources spent on a good user interface. If all goes well, the PC version of the game might also receive gamepad support.
  • At the same time, we’ll start working on a classical “add-on” which is targeted to also come out in 2021. We already have some ideas for that but as always we’d love your ideas and feedback of what you would like to see.

As always, we’d love to hear from you and what you have to think about this.

Stay Healthy,
Your teams from Gentlymad & Assemble





  • Expeditions: Added several special buildings and technologies that can now be collected during expeditions or doing side missions.
  • Research: Added 2 new technologies to reduce the penalty of placing Wells and Fishing Huts next to each other.
  • Research: Added technology to increase the inventory size of explorers.
  • Research: Added new stories to Military Base, Fast Food Restaurant, Construction Site and Harvester.
  • Buildings: Added 2 new decorative buildings, that can be unlocked via side missions and expeditions: Memorial and Pavilion.
  • Buildings: Added 5 new decorative streetlamps.
  • Buildings: Added an upgrade for the tailor building that doubles the possible workforce and provides a better production efficiency.
  • Buildings: Added an upgrade for the workshop building that doubles the possible workforce and provides a better production efficiency.
  • Buildings: Added a new ruin type, the police station.
  • UI: Added additional info for all buildings of the same type directly in the scene. This gives an overview of all buildings that use the same recipe. Additionally, you can now change the current recipe without having to click on the object beforehand. You can toggle this info in the lower HUD and in the game settings.
  • Side Missions: Implemented Research missions for the upgraded tailor and the upgraded workshop.
  • Scenarios: Added a new scenario: “Dark Times” where you have to rebuild a nearly destroyed settlement. This also includes a new achievement for finishing the scenario.


  • Buildings: Visitors now leave the building if the condition of a building is 0%.
  • Buildings: Prevent builders from being blocked too long in medical facilities.
  • Buildings: Fixed error that prevented buildings from upgrading.
  • UI: Research equipment marker is no longer falsely shown in a story dialogue if enough research utensils were already collected.
  • UI: Fixed “Mark for salvaging”-button of ruin not showing while the inspector is open after an expedition returned.
  • Trader: Fixed time until the next trader arrives not being shown.
  • Settlers: Fixed an error that could occur when tasks could not be spawned.
  • Settlers: Fixed a bug when creating tasks for settlers and their inventory was nearly full.
  • Settlers: Hunter don’t tranquilize more animals if there are already tranquilized animals lying around.
  • Side Missions: “Strange Explorers” and “Unknown Researchers” side missions now are instantly solved if the player has reached 1.000 expedition rations.
  • Performance: Big performance boost when playing with higher game speed.
  • Expeditions: Explorers no longer discard their radiation protection if the player selected “None” for tools (and vice versa).
  • Expeditions: Removed research utensils from two Greenhouse stories which should not have been there.
  • Expeditions: Fixed possible bug where, after an expedition was cancelled, the explorers gathered too early, causing an error.
  • Expeditions: Fixed expedition not starting in some cases when Expedition Post was missing resources.
  • Expeditions: Fixed Action Points not calculated correctly if Expedition Rations were requested as advantage.
  • Expeditions: Amount of ruins with research utensils left can no longer become negative if ruins are removed by the player.
  • Expeditions: Logic no longer tries to remove Expedition Rations from the explorer’s inventory when cancelling a resource expedition.
  • Expeditions: Side missions unlocking a random technology no longer unlock technologies blocked by not yet gathered research utensils.
  • Pathfinding: Fixed settlers not walking across a dismantled building’s area.
  • Settlers: Builders are not “hammering” on a construction site anymore, when they are currently only bringing resources to it.


  • Buildings: Pioneer Statue is now a decorative building that is unique.
  • Buildings: Added ability for shelters & upgraded shelters to select which type of settlers can live in them, you can choose between “All Settlers” or “Old & Infertile”.
  • Buildings: Added ability to switch between building variants when there are several variants of one building available. This works with: Cabins, Sturdy Houses, Food Counter, Water Tap, Streetlamps and Flags.
  • Buildings: Decorations that are locked are now completely hidden in the build menu.
  • UI: The technology window button in the HUD now displays the progress of ongoing technology research (if active).
  • UI: The roadmap now has a higher resolution and a better initial scrolling position.
  • UI: Improved the explorer dialogue layout.
  • UI: Removed the inventory tab from houses and shelters as it is not needed any longer.
  • UI: The inventory tab of Pastures now allows to set the collection sources for water. However, in order to have the UI available for already built Pastures in older save games it’s necessary to demolish and rebuild them.
  • UI: Save game descriptions can now be confirmed by hitting enter.
  • UI: Hitting enter now triggers the next possible action in the expedition window, depending on the state the selected ruin is currently in (Possible actions are: Send scout, setup expedition and instruct expedition).
  • Environment: Grass now immediately regrows when a building or a ruin is removed.
  • Research: Stew and Cake recipes must now be researched.
  • Research: Increased cooldown of “Unscheduled Types of Research” and “Field Testing” side missions.
  • Research: Improved layout of the technology tree.
  • Side Missions: Confidence needs to be higher for Catastrophe Missions to trigger.
  • Expeditions: Instead of a radar, there is now a list of ongoing and active scouting missions.
  • Expeditions: Updated the visuals of the expedition post.
  • Expeditions: Finished locations are now checkmarked in the Expedition window and can no longer be automatically dismantled (players can still mark them for salvaging).
  • Expeditions: If all locations are fully completed the Expedition window gives feedback accordingly.
  • Expeditions: Gathering explorers and gathering resources now happens simultaneously when starting an expedition.
  • Expeditions: Completely overhauled the expedition window. Every ruin now features specific icons, displayed on the radar as soon as they have been scouted, so it’s easier to distinguish between them. It’s also possible now to navigate to ruins using camera controls.
  • Expeditions: Expeditions are no longer canceled because an Explorer died. (Explorers are now immortal directly after starting an expedition.)
  • Expeditions: Made expedition preparation faster. If available, expedition rations are now automatically assigned to a currently collecting expedition without a scout having to actively do it.
  • Survival Mode: The default sandstorm damage has been increased from low to medium.
  • Electricity: The analytic view for electricity now tints connections based on the current grid state (power flowing, overloaded, not connected).
  • Forester Lodge: Updated the visuals of the Forester Lodge.
  • Food Station: Food Station now has a quick preview of the stored amount of food.


  • Expeditions: Expeditions that are currently gathering at the expedition post or that are currently gathering resources will be cancelled when loading savegames from before this update to avoid bugs in the new expedition preparation behavior.
  • Expeditions: If the survivor, found at the end of the hospital story, dies, an icon indicating that a technology or a building can be found in the hospital ruin, is displayed in the expedition window, even if none can be found in that case.
  • Gameplay: If the technologies for higher efficiency for buildings with overlapping working areas were researched in a game round and a new game is started from this game round, the raised efficiency values for the corresponding buildings are not reset correctly.



In Endzone, the introduction of decorations not only meant that a completely new factor had to be permanently considered and planned for, but also that you could now make your settlement more personal and homely.
With this update comes a whole 7 new decorations, of which 5 different variations of Street Lamps are possible. While the Street Lamps can be built right from the start, the new decorative buildings can only be found in your construction menu once you have made the corresponding progress in the settlement. In addition, these buildings can only be built once each, so you should think carefully about where to build the new Pavillon and Memorial!


Memorial

Pavillon

Streetlamps

Along with the new decorations, we have finally introduced upgrades for well-known production buildings. Instead of meeting the ever-increasing demands of your growing population with hundreds of tailor shops and workshops, you can now upgrade existing ones to increase production.



Upgraded Tailor

Upgraded Workshop



















https://www.youtube.com/watch?v=PmfxwR8cYcY&feature=youtu.be

- Your Team from Gentlymad & Assemble Entertainment[/i]

Changelog Version 0.7.7698.28416
Endzone - A World Apart - Assemble_Xer0
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