Survivors! That we are planning an Addon coming later this year, you were already aware of. But, now you know, that we have started working on the Addon and that it will bear the name 'Prosperity'. Find below the first details about Endzone's next chapter:
About Endzone – A World Apart: Prosperity
All life begins to flourish again! While the first settlers struggled for simple survival, their descendants were already able to bring modest prosperity to this world. Among the survivors, an unimagined zeal is now stirring. They dedicate themselves to great ideas and work hard to make them a reality. People have begun to dream; they look to the future full of wishes but also with high expectations. Lead this hopeful generation into a period of prosperity and new inventions. Make the former pioneers into citizens of a newly blossoming civilisation.
Features of Endzone – A World Apart: Prosperity
New era, new resources: Make use of additional luxury goods like soap and coffee for better quality of life while sand, concrete and cement supply for enhanced constructions.
Prosperous time: New technologies and research help you to cater for your new civilisations needs and demands, because they have never been more challenging than now.
Concrete dreams: A flourishing settlement needs new buildings to grow, secure your settlers’ well-being with sand huts, a concrete factory and aqua farms, just to name a few.
Beautiful scenery: Three new scenarios challenge you to explore your settlement’s hopes and dreams to provide for a glorious future.
There are no more details at the moment, but, to keep up to date on the latest news on Endzone - A World Apart, make sure to follow our official channels:
Survivors, Due to numerous reports of death waves that occurred when building a shelter early in the game, we decided to let aged settlers move out of houses automatically to give younger settlers the chance to replace them and start a family. This prevents aged settlers from blocking houses until their death which led to younger settlers moving into houses too late to have children before they reach old age themselves, resulting in sudden extinction of large parts of the population, especially early in the game.
Buildings: Temporary storeroom, warehouse, and upgraded warehouse can now accept medicine, in order to store medicine that was acquired by trading or expeditions. Medicine that was produced in medical facilities will stay there unless transported to a market.
Buildings: The Town Center now accepts hearty meals, stew and cake in their inventory.
Expeditions: The expeditions UI no longer indicates that collectibles can be found in a fully explored location, if the corresponding collectible has already been unlocked through research.
Expeditions: Fully explored ruins no longer show their progress to have a consistent look with ruins that didn't have a story.
Scenarios: The last quest of the Garden Eden scenario now asks the player to provide a home for all settlers.
Settlers: Fixed several cases where builders would idle instead of following repair or construction tasks.
Side Missions: Fixed some wrong Loca connections in side missions.
Side Missions: Missions that require buildings of a specific category being connected to a power grid now check all respective buildings correctly.
UI: The red highlight that indicates invalid placement positions while in build mode no longer glitches when trying to place a building outside the left or bottom map border.
UI: Fixed skipping of several affected settlers when toggling through them using the red drawback icons at the bottom of the screen.
UI: Fixed some values in age distribution statistics not showing their correct values in early seasons.
UI: Small stability fixes to prevent exceptions.
UI: It's no longer possible to go into the main menu from a resource payment that was requested from a mission (e.g. raiders) by pressing ESC:
UI: Autosave can no longer be triggered while the player is in the resource payment window.
Expeditions: Tweaked the order of decisions at the Cake Shop to make them less linear.
Expeditions: The group leader of an expedition is no longer random to ensure that he always receives and therefore visually represents tools or radiation protection that are found during an expedition.
Expeditions: All advantages due to a certain profession are now advantages due to settler badges, to make them more fail-safe when assembling an expedition.
Side Missions: In the electric overload side mission the player no longer needs to build recyclers, he instead has to employ more refiners (making it possible to solve the mission with a refinery).
Side Missions: Rescaled the trigger condition for the side mission "We're Getting Older and Older".
Settlers: Under certain conditions, that we can’t yet reproduce, settlers sometimes don’t repair buildings, we are investigating this issue.
- Your Team from Gentlymad & Assemble Entertainment
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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