Today, we, both teams of Assemble Entertainment and Gentlymad Studios, are thrilled to announce the launch of Endzone - A World Apart: Prosperity, now available here on Steam.
The release is paired with a fresh trailer showcasing the expansion's new features, as well as some of the luxuries in which the survivors can now partake. Prosperity isn’t just a title — after carving out a home in this ruined world, surviving through toxic rain, sandstorms, and even attacks from their fellow man, settlers can finally enjoy some of the finer things in life...like soap!
With over 350,000 units sold on Steam and GOG and 4,000 positive Steam reviews, we are proud to release this highly anticipated expansion. With new freedoms come new challenges, as players now not only have to tend to a resident’s needs but also their wants. The new generation isn’t simply content with surviving, but instead, thriving. Adding to the game’s realism, this expansion will have players strategize in different and demanding ways, planning out community decisions with more than just survival in mind. Citizens will want their Town Center upgraded into a proper City Hall and ultimately, the residents will eventually request the construction of a long-lasting building as a shining example of all the progression and accomplishments: The Beacon.
Prosperous Times
With the Prosperity expansion bringing fresh luxuries like beer, cake, coffee, and soap, players might forget that the previous threats haven’t just disappeared. Along with the comfort items, the expansion also brings new resources like sand, concrete, metal, and cement for upgraded building construction. Utilize the new supplies to protect the community from the still present threats of toxic rain, violent sandstorms, savage raiders, and the ever-looming threat of radiation. Though, once the settlement has been fortified, they’ll be free to put up their feet with a nice cup of coffee — they’ve earned it.
Features of the Endzone - A World Apart: Prosperity Expansion:
Live Your Best Life: With growth and security comes luxury, and hot new items like beer, cake, coffee, and thankfully, soap are now available for survivors to enjoy!
Built to Last: New construction materials like sand, concrete, metal, and cement will ensure your buildings can withstand the toughest environmental challenges while providing a more sophisticated dwelling.
Expand Your Industries: New materials and more spare time means growing the settlement’s production capabilities with all new buildings, including sand mines, aqua farms, and concrete factories
New Adventures: The Prosperity expansion will introduce three brand-new scenarios that will test the limits of the next generation of survivors.
Assemble has partnered with the environmental activist organization One Tree Planted for Endzone’s Save the World Edition, which means for every copy sold, the company plants an actual, real-life tree. To date, more than 50,000 trees have been planted around the globe as a result of the partnership.
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Survivors, We've just released one additional small Hotfix for Endzone - A World Apart, which It contains small tweaks and fixes, based on your valuable feedback. Please keep reporting possible bugs or issues you might encounter!
Buildings: Fixed faulty UI for the Greenhouse when switching tabs.
Scenarios: Fixed the Endzone being deconstructable in the "Future wihout Sunshine" scenario.
Scenarios: Fixed the ability to upgrade the Endzone before the mission actually asks for it to avoid logic errors.
Scenarios: Fixed the Town Hall side mission in the Back to Back scenario that triggered too late.
Buildings: Warehouses from an old save game will now automatically accept the new prosperity resources.
Terrain: Removed faulty, tiny lakes that were not recognizable as such.
Buildings: You can't press the building prioritization button anymore if the selected building is already prioritized.
UI: Inventories are now updated with the correct values the moment the UI opens when inspecting a settler or building.
Main Menu: Brought back subtle camera movement in the main menu.
- Your Team from Gentlymad & Assemble Entertainment
Right before the release of Endzone - A World Apart: Prosperity, we are back with another look at some new features of our upcoming expansion. This time we’ll take a closer look at some new buildings and how they can make your life easier, while also freeing your settlers from some burdens of manual labour.
New Buildings – Aspiring a new Level Of Comfort
Pump it up and stash it!
Water Towers are a great way to store large amounts of water and to prepare for droughts. Additionally, by using different water sources, like the Electric Well, you can also diversify how and when you stock up more water. Still, at least one task always remains: Assigning the many, many Water Carriers to store the precious resource by hand. This is tedious for your brave little worker bees and for you as their leader, especially when planning and sustaining larger settlements. To better this situation, meet the new: “Pumping Station” and the “Upgraded Water Tower”.
Many Water Carriers proudly fulfilling their duty.
A new and efficient way of getting those tanks filled up.
Upgrading to the new Water Tower is useful, as it can store 4 times as much water, which alone helps in having to build less of them. Additionally, the new building can work in conjunction with the “Pumping Station”.
The Pumping Station in action.
The “Pumping Station” needs to be built at a nearby lake and be connected to a power grid. With these requirements satisfied and while in the vicinity of an Upgraded Water Tower, it can pump water into the water storage of the tower automatically.
With this you can drastically reduce the workforce needed for Water Carriers, while also giving you a valid alternative besides the Electric Well as a new comfortable means of preparing for the next drought.
Keep in mind: This new and powerful building needs to be earned by researching through the new Prosperity research tree, gathering new resources and extending your electricity network to support the new building. Remember, everything comes at a cost!
Good Tools are half the Work!
We listened to your feedback concerning the production of new tools and protective clothing. Even the Upgraded Workshop or Tailor buildings sometimes can’t do the job in time, especially in bigger settlements and later stages of the game.
The typical setup in larger settlements to keep up with production needs.
Instead of having to upgrade to even more efficient buildings, we chose to introduce the “Factory Unit”. This building uses the new and advanced resources to help and boost production buildings in its vicinity and make them more efficient. Think of it as a special research facility where specialized equipment is produced to help the surrounding production buildings in ramping up their production. As long as new resources are available, and you have engineers assigned to work in it, all buildings in the Factory Unit radius will receive the bonus. The buildings that benefit from its effect are: The Tailor, Workshop, Medical Facility, Armory and the Decontamination Post.
The Factory Unit at work, please be quiet, our engineers are thinking...
As with most of the new buildings, getting there and advancing to the point where you can research and use this new building is part of the journey and the challenge. So with this, take care and keep surviving!
Like last time, this is just another glimpse at some features of the “Prosperity” expansion, which will be released on October 21st. Additionally, stay tuned for a little free DLC that is just around the corner…
Once again, thank you for all the great support and immense feedback we are receiving since Early Access and Full Release of Endzone! Please keep it up, and stay tuned for more!
- Your Teams at Gentlymad Studios & Assemble Entertainment -
Watch the latest Endzone - A World Apart: Prosperity Gameplay Trailer:
Join the Community!
Wishlist the Prosperity expansion on Steam to receive the latest news, updates and get notified as soon as it will be available on October 21, 2021!
Survivors, We've just released one additional small Hotfix for Endzone - A World Apart, which It contains small tweaks and fixes, based on your valuable feedback. Please keep reporting possible bugs or issues you might encounter!
Buildings: Warehouses from an old save game won't accept automatically the new Prosperity resources.
Savegames: The prompt to upgrade an older save file now respects the chosen options instead of enabling all available DLCs automatically.
Missions: Fixed an error that could prevent the Town Hall mission from showing up, when it should in older savegames.
Buildings: Factory Hall now also correctly boosts the production of Decontamination Kits.
Buildings: Tweaked the visuals of the Factory Hall.
Buildings: Comfortable Houses and Comfortable Shelters now also cost electronics.
Raiders: Raider Warnings now always go away after paying tribute.
Buildings: Fixed buildings overproduction, when goods that should be produced don’t fit into the buildings inventory.
- Your Team from Gentlymad & Assemble Entertainment
Survivors, We've just released another Hotfix for Endzone - A World Apart. It contains small improvements and fixes, based on your valuable feedback. It should improve your overall experience with the game. Please keep reporting possible bugs or issues you encounter!
Buildings: The upgraded water tower now informs the player with the correct tooltip, including all possible water sources.
Buildings: The first Beacon missoin is now triggered in scenarios and tutorials and also in old save games that are based on a scenario or tutorial.
Buildings: The mission to build the Town Hall is now triggered in scenarios and tutorials and also in old save games that are based on a scenario or tutorial.
Missions: The factory hall will now only boost buildings in its vicinity.
Missions: Fixed upgraded water tower showing missing resources even if there are valid water sources available.
Buildings: Doubled the maximum amount of builders that can work on constructing the pumping station, so it can be built faster.
Demands: Normal stew/cake demands now only trigger if the kitchen was researched. Added new demands with longer solution times, in case kitchen was not researched up until this point.
Raiders: Raider warnings do not go away sometimes after paying tribute.
Scenarios: Camera controls are now correctly re-enabled after closing the winning screen.
Buildings: Fixed cistern and water tower shwoing missing resources even if there are valid water sources available.
Buildings: Fixed an error that occurred in the Pasture which had a noticeable impact on performance.
- Your Team from Gentlymad & Assemble Entertainment
Survivors, We've just released another Hotfix for Endzone - A World Apart. It contains small improvements and fixes, based on your valuable feedback. It should improve your overall experience with the game. Please keep reporting possible bugs or issues you encounter!
UI: Fixed an error related to hovering over the bug icon.
Buildings: Fixed a bug that resulted in preventing you from upgrading to the town hall, when the save game was based on a scenario or tutorial
Demands: Cake & Stew demands should now trigger again, if the player has a lot of cake or stew.
Demands: Added a more specific icon for the research demand for water tower techs.
Scenarios: "Future without sunshine" scenario was tweaked, so that the woodcutter is set to "gather wood and plant new" instead of just planting.
Localization: Game content is now localized in all supported languages.
Savegames: Made sure to prevent initiating a new save while a save is currently ongoing.
World Tasks: Fixed missing resources display for world tasks that could wrongfully appear.
Expeditions: Prevented button mashing for the loot button in the new loot screen for expeditions.
System: Fixed error when exiting the game or while saving.
Raiders: Fixed wrong avatar appearing instead of Liam when the player won by defeating raider morale.
Side Missions: Fixed error relating to missions that required water towers to enable/disable filtering.
Side Missions: Fixed effect where buildings should be damaged, if the buildings are invalid and should not receive the effect.
Side Missions: Fixed error that could result in dead ends for scenarios, tutorials and potential raider attacks when saving while a settler dialogue was open.
Localizations: Fixed the brazilian portuguese roadmap, that could not be loaded.
News: Updated news articles for offline mode.
- Your Team from Gentlymad & Assemble Entertainment
Survivors, We've just released another Hotfix for Endzone - A World Apart. It contains small improvements and fixes, based on your valuable feedback. It should improve your overall experience with the game. Please keep reporting possible bugs or issues you encounter!
From now on, our changelogs will be separated in different sections between Main Game and the Prosperity expansion.
Prosperity Expansion
Localization: Currently, only localizations for German, English, Korean and Russian are complete. Please change the language using the Steam properties (Rightclick on game title in Library > Languages).
Main Game
Buildings: Fixed education center, as there were errors with the 3d model, its textures and the reaction to wind.
Expeditions: Expedition window now correctly hides/shows different sub elements if all expeditions have been solved.
The third regular patch for the release version of Endzone - A World Apart focuses on bringing once again various bug fixes, tweaks and quality of life improvements to the game.
Feedback: The feedback tool (F1) now tries to upload a current savegame, so we can investigate issues and bugs better.
System: Added ability for the game to handle additional content for the “Prosperity” expansion and a free DLC that is just around the corner but shh…
Main Menu: Added a dynamic news system to keep you up-to-date with current events and happenings.
Expeditions: Added “Pack Full” option to expeditions to automatically fill up the expedition inventory with excavated resources and items.
Achievements: Added 3 new achievements concerning settlement population.
Localizations: Several localizations fixes in several languages.
Buildings: Fixed a bug concerning the Decontamination Post.
Buildings: Pastures now stop production when the production limit for food is reached.
Options: Fixed an error related to On-Demand Rendering.
Statistics: Droughts that last for multiple years are now correctly recognized by statistics.
Buildings: Fixed a bug that was related to wrongfully missing repair resources for damaged buildings.
Camera: Fixed a bug with the camera, where the wrong values were used when zooming out.
UI: Fixed several wrong links to the glossary.
Options: Fixed an error caused by the options menu.
Settlers: The settler UI no longer shows settler drawbacks when the settler is in fact dead.
Research: Techpoints and research equipment amount are now reset when starting a new game.
Environment: Fixed bug where the ground humidity would use radiation as its base value.
UI: Ingame UI is no longer hidden when opening the platform overlays while in the main menu.
Settlers: Newly created moving settlers can now be selected right at the start of a new session.
Savegame: Invalid savegames now hide their play button icon.
Savegame: Invalid or incompatible save games no longer show the "Load Game" tooltip on play button.
Statistics: Fixed technology count in the game statistics screen.
Buildings: Fixed error related to efficiency boosts.
Buildings: Fixed flickering of "Missing Resources" UI for the pub.
UI: Fixed error with wrong settler avatars being displayed in settler dialogs.
Statistics: Placeholder of search field in the game statistics is now translated.
UI: Fixed line-breaking of texts in the goal window.
Buildings: Fixed flickering of "No seed selected" for fields.
Buildings: Buildings that require electricity to work no longer display the efficiency UI.
Trading: Fixed trader not leaving when demolishing trading post.
UI: Edge scrolling now only works while the HUD is open.
System: Opening and closing any backend overlay will no longer reset the games speed to default but will set to the last set speed instead.
UI: Fixed wrong avatar being shown during a settler dialog under certain circumstances
Game: Fixed a bug where world animations would stutter or stop completely for different environmental effects (e.g. rain, trees or building animations).
UI: Game Progress for unlocked buildings now only counts buildings that are actually placeable by the player.
UI: Settler Dialogs now only show a close button if the mission is a mission from the bulletin board that is not yet solved.
Research: Completely overhauled the research UI for better usability and overview. Technologies are now organized in different tabs and are now organized from left to right.
Expeditions: The inventory screen (Loot and return) of expeditions has been overhauled for better usability. It is now easier and faster to fill up the inventory with different resources by using sliders.
Buildings: The workplace radius of all related buildings can now be changed while the building is still in construction.
Buildings: Inventory Limits can now be adjusted while the building is still in construction.
Buildings: The water source UI now also displays the count of all valid sources inside the workplace radius.
Sound: Added sound effect to placing a drag/drop world task (e.g. upgrade buildings/demolish buildings etc.).
UI: “Mailto:” Links now open in the correct mail app.
Buildings: After visiting a building, settlers will no longer walk to a random position around their current location, but will walk to a random position around the building's entry.
Environment: The game now creates resource piles in the world if the internal storage of the production building is full.
Savegame: Overhauled asset loading when starting the game to be less stressful on your system.
Expeditions: Tweaked a “ruin city”, so that the diner ruin is never occluded by trees and always visible.
Savegame: Recipes unlocked by technologies now unlock corresponding technologies when loading a savegame.
Buildings: Building buttons now hide their tooltip when they were already built and are only placeable once.
Side Missions: “A Light for the Night” side mission is now only put on the bulletin board, when the player has wind generators or solar collectors already researched, making it more realistic to complete the mission.
Buildings: Recipe selection has been improved, so that recipe selection and production are done at the same spot.
UI: Scroll sensitivity of all text fields have been reduced, to avoid unwanted behavior.
UI: The goals window of the HUD now has Tabs when playing in scenarios, so that side missions and scenario goals are categorized and allow for a clear focus.
Buildings: All houses and shelters received a visual overhaul so they can be distinguished better and don’t contribute too much to the “visual noise”.
UI: Improved tooltips with more information and overall better structure and presentation.
Buildings: Changed the efficiency UI of every related building to be more clear and descriptive. It now displays if electricity boosts the building or not.
Side Missions: Changed the “overpopulation” side mission so it is less misleading (hopefully), and doesn’t require you to simply “wait”.
Buildings: Changed the behavior of technology missions on the forum. These missions were previously filling up the available missions slots, preventing some other missions from ever appearing. This has now been reduced to max. one technology mission at a time, giving more space for all other missions to appear.
System: Several Performance boosts and internal system overhauls to go lighter on CPU and GPU usage to avoid overheating issues.
Session Settings: Removed the “Legacy” option for research in the settings of a new session.
Trading: Adjusted trade values of hemp, iodine-tablets and expedition rations
Side Missions: Greatly reduced the amount of herbal huts and medical facilities needed for the “Sick Survivors” Side Mission.
Builders: Improved logic for profession “builder” for repairing buildings.
Localizations: Some languages didn’t receive their proofread versions for a small number of UI texts yet. This will be improved in a future patch.
- Your Team from Gentlymad & Assemble Entertainment
Survivors! Some time has passed since we shared the last details about our upcoming Prosperity expansion. Now is the time to give you the first in-depth look into some of the new features and gameplay aspects.
Demands – Yearning for Prosperity
Most of the new content and features of Prosperity are blended in with the natural overall progression in the game. To get access to the new content you have to build a stable settlement and progress through the technology tree. After researching enough technologies your settlers will become more demanding, reaching for more comfort in their lives. To communicate their new demands and to usher in this new era in your settlement, your people will ask to upgrade the trusty Town Center to become a City Hall.
The City Hall
After doing so, a new research tab will open up, giving you access to researching the many new buildings and automatisms.
New tech-tree of the Prosperity expansion
At the same time, your settlers will start issuing their new needs and demands. Listen closely and abide by their demands to keep them happy. Ignoring them might lead to revolts and even migration.
Your settlers' new demands. For example: the new luxury good coffee
In this case, your people want the luxury of steaming hot coffee. Who would be mad enough to not grant them this wish? Let’s get our researchers to figure out how we can produce this delicious beverage...
Coffee tech-tree
We also need to find the coffee plant seed and cultivate it in a field.
Another addition to the huge variety of crops and fields for prosperous farming enthusiasts: The Coffee Field
Finally, we can produce the coffee in one of our pubs.
Pub UI for Coffee
Did we mention? - Pubs can now be upgraded!
After fulfilling this demand our people will enjoy their coffee and become “hopeful” buying us some time until issuing another demand.
Happiness UI: Hopeful State
The Beacon - A Shining example of Success
With prosperous times come new responsibilities, and so your settlers will eventually ask you to expand and grow your settlement. After all, a new and lasting civilization won’t be built from stagnation. Together with this commitment comes the request to construct a long and lasting building as a shining example of all your progression and accomplishments: The Beacon.
The new Beacon in all its mighty pride
Constructing this building is a massive undertaking and will require several steps, from planning, constructing the base until reaching its final and impressive form. Getting there will be part of the journey, as this task will require many, many resources and manpower to complete. As a reward, the landmark does not only look breathtaking, but will also be increasing the attractiveness of your whole settlement.
Construction step 1 of The Beacon Construction step 2 of The Beacon Construction step 3 and final step of The Beacon
A lot more is awaiting you, yet we won’t spoil everything new in advance, and keep some room for surprises until the full Prosperity release at the end of this month. What do you think so far? Feel free to provide us your feedback across our official channels.
Lastly, thank you for all the great support and immense feedback we are receiving since Early Access and Full Release back in March! Keep it up, and stay tuned for more news until the Prosperity Release on October 21!
- Your Teams at Gentlymad Studios & Assemble Entertainment -
Watch the latest Endzone - A World Apart: Prosperity Gameplay Trailer:
Join the Community!
Wishlist the Prosperity expansion on Steam to receive the latest news, updates and get notified as soon as it will be available on October 21, 2021!
Today, we are happy to announce that our Endzone - A World Apart Prosperity addon will be released on October 21, 2021! Not only that, but we’ve dropped a brand-new gameplay trailer showing off the soon-to-come features.
About the Prosperity Addon:
The Prosperity addon will take the plucky post-apocalyptic wasteland dwellers from struggle-mode to alive‘n’thrivin’ with new materials, buildings, challenges, and new adventures! While their predecessors worked hard to eke out a meager existence in a world that wanted them dead, this new generation finally has a chance to actually enjoy life — whether that means a nice soapy bath or a cold ale.
After a successful launch on Steam and GOG with more than 350,000 units sold and 3,800 positive Steam reviews, we have been hard at work crafting a new addon that brings some refreshed hope and positivity to the world of Endzone. Residents of the colony can now make demands of the player, providing even more depth and realism to the experience and adding new layers to the strategy. It’s not just about building a functioning colony, the needs and requests of this new generation have gone beyond simply finding a safe place to sleep and food to eat.
Of course, toxic rain, violent sandstorms, savage raiders, and the ever-present threat of radiation aren’t just going away, but the colonists deserve some time to kick back and enjoy the good things in life. The Prosperity addon brings fresh luxuries like soap, beer, cake, and coffee, along with new resources like sand, concrete, metal, and cement for enhanced constructions and a whole set of new buildings!
Live Your Best Life: With growth and security comes luxury, and hot new items like beer, cake, coffee, and thankfully, soap are now available for survivors to enjoy!
Built to Last: New construction materials like sand, concrete, metal, and cement will ensure your buildings can withstand the toughest environmental challenges while providing a more sophisticated dwelling.
Expand Your Industries: New materials and more spare time means growing the colony’s production capabilities with all new buildings, including sand mines, aqua farms, and concrete factories.
New Adventures: The Prosperity addon will introduce three brand-new scenarios that will test the limits of the next generation of survivors.
About Endzone - A World Apart:
Endzone - A World Apart is a city-builder-meets-survival-sim that puts players in charge of growing and maintaining a colony beset by toxic rain, sandstorms, radiation, and roving gangs of violent raiders. Build farms, water plants, schools, and everything else a burgeoning society requires to not only survive but thrive in a world that’s not exactly fit for human occupancy!
Staying with the environmental themes of Endzone - A World Apart, Assemble Entertainment has teamed up with the charitable organization One Tree Planted to plant a tree for every Save the World Edition bundle purchase. Not only that, players that buy the Save the World bundle will also receive a free copy of the game’s stellar soundtrack!