ːrad_signː Thank you for your overwhelming support! It is now 2 months since full release of Endzone – A World Apart, and we have already achieved so much thanks to your support and dedication: ːrad_bugː Since leaving Early Access two months ago 115K units have been sold and over 300K sold overall! ːrad_flowerː Save The World Edition: 50K trees have been planted together with our partner OneTreePlanted! ːendzone_beverageː Endzone reached in the worldwide steam charts 4th and German Steam charts even 2nd Place! ːsteamthumbsupː There are already over 3K Reviews on Steam already! :endzone_toiletPaper: 500K Steam players have Endzone currently on their Wishlist! ːendzone_beverageː Valve rewarded Endzone with ‘Top Release’ for both Endzone’s Early Access and Full Release as well as the Endzone Early Access among the most successful releases on Steam in 2020!
ːrad_cookieː Awards & Nominations: ːrad_cookieː Endzone was nominated as ‘Best Indie Game 2020’ at DEP German Developer Award ːrad_cookieː Endzone was nominated at Gamescom Award 2020 for ‘Best Strategy Game’ and ‘Best Simulation’ ːrad_cookieː Endzone just recently won the ITFS ‘Animated Games Award 2021’ ːrad_cookieː And Endzone is currently nominated at DevGAMM 2021 for ‘Best Desktop Game’
And we can tell you already: ːrad_signː The journey of our Endzone – A World Apart is far from over, yet!
ːfill_upː We are busy planning a huge Endzone Addon releasing already at the end of this year!
Stay tuned and join the ever-growing Endzone Survivor Community, if you have not already: ːendzone_beverageː Join the official discord:https://discord.com/invite/worldofendzone
🙌 We are thrilled to announce that we are featured in the currently running Steam Weeklong Deal with our post-apocalyptic survival city builder Endzone – A World Apart!
☢ Get our award-winning Endzone – A World Apart for currently 20% off on Steam!
The third hotfix addresses some UI issues and bad localization texts. Please keep giving us feedback and suggestions, as well as reporting bugs in the discussions or via our discord. We try to respond to every thread and are always happy to help.
Localizations: Fixed some bad translations in French.
Orchards: Cutting down trees on orchards works as intended again.
Scenarios: Fixed wrong goal text in last Garden Eden mission.
UI: Fixed a bug where the population growth indicator would use data from other game sessions, if the player started another sessions from an already running session.
Side Missions: Some Side Missions now require fewer buildings to be built.
UI: Improved the population growth indicator calculation to give a better and more useful outsight.
UI: The trading window can no longer be closed using the buttons in the top bar, when the final agreement dialogue for a trade is triggered.
- Your Team from Gentlymad & Assemble Entertainment
Greetings, survivors! The second regular patch for the release version of Endzone - A World Apart focuses on bringing various bug fixes, tweaks and quality of life improvements to the game.
Buildings: Added new fullscreen UI to adjust inventory limits for the market, to give better control over the stored resources.
Buildings: Irrigation plants, watch towers, siren towers, barricades, fields and orchards now show the work areas of other buildings while they are being placed.
Raiders: Added a world task for militia to prioritize guard towers.
Raiders: When repelling a raider attack (in a lethal or non-lethal way), you'll now receive loot from their bodies and stuff they threw away while fleeing. This way, repelling a raider attack results in more positive feedback. Every raider tribe yields specific loot.
Raiders: Added an UI indicator to the minimap, to show where raiders will appear. This happens approx. 3 seasons before they appear, so you have time to react and prepare.
Raiders: Added a settler dialogue and a notification to warn about an upcoming raider attack.
Side Missions: Added a side mission that references the population growth of your settlement.
UI: Added an UI element at the top middle of the screen to show the current growth of your settlement. The indicator is based on all fertile couples that have a home.
World Tasks: Added 6 new tasks to the building menu that allow you to perform specific actions for a selection of buildings. Supported actions are upgrading buildings, pausing buildings and dismantling buildings.
Buildings: Fixed blocking of inventories for production buildings, especially in cases where a lot of buildings needed to be repaired, where resources were reserved.
Buildings: Fixed wrong 'no/missing resources' UI for the market.
Buildings: Fixed resources being carried to the market that were disabled.
Buildings: Attractiveness for buildings is now calculated correctly.
Buildings: Fixed wrong radiation level being displayed on fields and orchards.
Buildings: Fixed that fields and orchards in some cases were not being replanted, even though all cells have been harvested.
Buildings: Pubs now collect beer, joints and hard liquor from crates.
Buildings: Settlers now use different end positions when visiting the pioneer statue instead of just one.
Camera: Camera can no longer be zoomed when the cursor is outside of the main screen.
Expeditions: Explorers no longer lose their equipment when traveling to an already explored ruin.
Expeditions: Advantages due to the age of settlers on an expedition now request and output the correct ages in all cases.
Options: Fixed a bug that prevented the correct resolution to be applied correctly. For example: If you have a 4k monitor but choose to run the game in full HD, it could happen that, after restarting, the game would run in 4k again.
Raiders: Fixed an edge-case where a raider mob could not move due to single raiders being stuck on the map.
Raiders: Raiders now also damage buildings that are being demolished.
Research: The game time is now always paused when opening the technology window.
Scenarios: Solved a bug in the "Garden Eden" scenario where settlers who are on an expedition aren't counted as having their home supplied with electricity.
Settlers: Fixed a bug where settlers of certain professions wouldn't die of old age for a long time, as they were too busy fulfilling their tasks.
Side Missions: Catastrophe missions no longer damage unfinished buildings.
Statistics: Fixed a bug where numbers of total stored resources didn’t match with numbers displayed in the rest of the game.
System: The timer during dialogues (e.g. when interacting with raiders) is now serialized, and can no longer be reset by saving and loading.
Trading: Traders now also offer animals when the player has none in the settlement.
Visuals: Wellkeepers no longer have a water container stuck in their arm while sitting on the bike at work.
Buildings: The market now highlights all buildings in its work area where resources can be collected from.
Buildings: Damaged buildings in the analytic view for building condition are now displayed in several different shades (indicating their damage level).
Buildings: Production buildings with full inventory now continue production if resources in their inventory are already reserved for transportation.
Buildings: The production amount of medicine per medical facility has been decreased.
Buildings: Overhauled the inventory limits menu on storage buildings to improve the usability.
Buildings: Reduced the collection rate of herbs.
Options: Added a refresh rate warning dialogue and auto adjustments when the game is running on high refresh rate monitors.
Raiders: Changed the way the first initial raider spawn happens. Instead of simply spawning at a fixed season, a side mission will help you to undertake the required steps and prepare for raiders until they actually trigger.
Raiders: The frequency of raider attacks now dynamically adjusts based on the loot they were able to obtain. If they are very successful, they will take more time until the next attack. When there was not much loot to obtain, they will try again sooner.
Settlers: Destroyed buildings are now repaired faster, since they will be partially repaired to bring them back to a working state.
Side Missions: Side Missions that cause damage to buildings (e.g. accidents at production buildings) now cause damage immediately and not after the player has closed the dialogue.
Trading: Improved the visual feedback when a traded resource exceeds the stored amount in the settlement.
UI: Improved all UI connected to providing information about electricity consumption, production or storage.
UI: The electricity button in the UI of buildings now gives feedback during blackouts in the electricity grid the building is connected to.
UI: The areas of influence for irrigation plants, guard towers and siren towers are now rendered while placing.
UI: General fixes for line-breaks, colors and paddings in the UI.
- Your Team from Gentlymad & Assemble Entertainment
This hotfix addresses a little issue that resulted in wrongfully enabled raiders for all scenarios and tutorials. This shouldn't have been the case. Please keep giving us feedback and suggestions, as well as reporting bugs in the discussions or via our discord. We try to respond to every thread and are always happy to help.
Raiders: Fixed Raiders being wrongfully enabled in all scenarios and tutorials. Also added a savegame upgrade to fix the problem in newly created savegames.
- Your Team from Gentlymad & Assemble Entertainment
Greetings, survivors! The first regular patch for the release version of Endzone - A World Apart focuses on bringing various bug fixes, tweaks and quality of life improvements to the game.
Options: Added an option to enable/disable camera edge scrolling.
Raiders: Added difficulty levels for raiders when starting a new game. Raider difficulty can now be adjusted to 'Off', 'Easy', 'Normal' or 'Hard' modes. This is also reflected in game presets, if you start an "Easy game" for example, Raider difficulty level will be set to easy automatically.
Statistics: Added a "'Stored in Well' entry for water storage.
UI: Added a point-navigation to the game modes overview when starting a new session in the main menu.
Achievements: Fixed achievements where resources only needed to be produced, but only resources in storage were counted (stew, cake, contamination kits).
Achievements: Fixed the "Industrialist" achievement, which requested over 200 production buildings instead of the predicted 40 to unlock.
Buildings: When cutting down an orchard, the amount of received wood is not based on the last harvest anymore. Instead, it now only depends on whether a tree is fully grown or not.
Buildings: Fixed a bug that resulted in max inhabitants being wrongfully reset when loading a savegame for Watch Towers, Schools and Graveyards.
Buildings: Fixed issue with the upgraded town center that could lead to wrong collision or placement.
Buildings: Building efficiencies are now only affected by finished buildings in radius.
Buildings: Fixed issue that caused buildings to be buildable over existing power poles.
Diseases: Diseases no longer spread while the game is paused.
Expeditions: Scouts can no longer be sent to a ruin ahead of the tutorial progress.
Localization: Several fixes of wrong spelling or typos in different languages. Additionally, some "corrupted" expedition texts in Chinese were fixed.
Raiders: Fixed an error that could lead to raiders being stuck.
Raiders: Fixed militia behaviour for better ammo fetching during an active raider attack.
Raiders: Fixed a bug where raiders would no longer trigger.
Settlers: Several fixes to erroneous settler behavior.
Settlers: Fixed visuals of settlers with radiation suits, which were sometimes oversaturated/wrongly colorized.
Side Missions: Fixed an error that could result in too many buildings getting damaged during a "catastrophe" mission.
Side Missions: Paying resources of type food now removes the correct amount. (Traders)
Statistics: Ruins that are fully explored and fully looted now count correctly towards the expedition game progress in the statistics.
Statistics: Fixed resources of type food being added twice to production statistics.
Streets: Building roads while being in the diagonal road mode now shows the correct number of cells.
UI: Hitting reset in custom survival game settings now resets the settings to the correct preset.
Wildlife: Fixed error with wildlife spawns and distribution.
Buildings: The cost to repair buildings has been reduced from 80% to 60% to make repairing buildings cheaper in general.
Expeditions: Added a new detection method to the camera during expeditions that uses rotation in order to better focus all dialog options.
Expeditions: Ruins that offer only resources are now one time only and don't reset and are not reusable anymore, as reusable expedition sites caused a lot of confusion and are not that practical.
Highlights: Improved the overall hover highlight behaviour, when hovering over objects in the world. The behavior now uses an outline instead of an x-ray-effect.
Trading: Added ammunition and sulfur to resources that can be traded.
UI: Improved feedback and skipping behaviour in settler dialogues.
UI: The edge panning cursor is now only displayed when edge scrolling is active in the options.
UI: Game time is no longer paused when loading a savegame.
- Your Team from Gentlymad & Assemble Entertainment
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
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:
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
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.
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".