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Endzone 2 News

Hotfix | V 0.8.9193.27309 #0cfc66458

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

  • Buildings: Fixed savegames not loading with the latest update due to uninitialized storages.
  • Settlers: Player is no longer able to transfer individual settlers to vehicles when their inventory has not enough space.
  • Settlers: Fixed an error that occurred due to too more settlers being transferred from vehicle to zone than the amount set in the UI.
  • Settlers: Hotfix for an error that occurred the moment a child grew up to adult but the child did not exist.
  • Bulletin Board: Fixed loading of savegames that had events on bulletin boards that were uninitialized due to another bug that was fixed in the last hotfix.
  • Education: It is now possible to select 3 educational branches simultaneousely, as it was intended.
  • UI: Fixed floating UI of lootable ruins showing an indicator for having resources in their inventory which is not needed in this case.
  • UI: Fixed an error that occurred when displaying underlined text in asian languages.
Your Teams from Gentlymad & Assemble | 0.8.9193.27309 #0cfc66458

Hotfix | V 0.8.9190.29242 #b7e0c019d

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

  • Buildings: Fixed an error when transferring resources.
  • Buildings: Water Purifier now benefits from Badges.
  • Bulletin Board: Fixed a bug where bulletin boards had bad data that was not valid for the current session. This led to errors or to events being added to bulletin boards that shouldn't be there in these situations during gameplay.
  • Education: Fixed an error that occurred when displaying a tooltip for education buffs in buff analytics view.
  • Missions: Dead zone Event uses correct loca again.
  • Vehicles: Fixed error that occurred when unloading settlers from vehicles that already contained settlers in a loaded savegame.
  • Vehicles: Fix for bad vehicle inventory data on loading savegames.


  • Bulletin Board: Added settler prerequisite to various Blackboard events.
Your Teams from Gentlymad & Assemble | 0.8.9190.29242 #b7e0c019d

#6 | Major Update | Education & Bulletin Board 🎒📋 NOW LIVE

Survivors,

A new wave of improvements has arrived! This update introduces Education, featuring Schools, Paper Mills, and a system where settlers earn Badges that grant buffs to settlement buildings and expeditions. Children now grow into the next generation, and the Bulletin Board helps settlers notify you of new missions. Expeditions expand with the new Endzone and Airfield sites, while Modding gets a soft launch for early experimentation.

We've also added Upcycling improvements, including new ruins like the Park, Hospital, and Fish Farm, plus "Find Trader" missions. Settlers now have improved life cycles and visuals, making your world feel more alive.

Finally, numerous fixes and tweaks enhance the UI, pathfinding, missions, and expeditions, alongside balancing updates for radiation, trade, and resources.



Last but not least this update also includes our first iteration of Modding support!

Modding was a highly requested feature, and it was on our list from the very beginning of Endzone 2’s development. Now, we’re thrilled to introduce the very first moddable version of the game! It’s still in its early stages, but already allows you to mod several textures, sprites, audio files, and even add your own localizations.





We chose mod.io as our platform to handle mods, as it gives us the ability to also enable modding for the whole player base across multiple platforms.

Disclaimer: Please be aware that modding capabilities are still very limited but we want to put this out early to get early feedback and harden the infrastructure.

To help you get started, we’ve put together a comprehensive Modding Guide. Happy modding!



Before we dive into the comprehensive changelog, here's the trailer for the new update:

[previewyoutube]YOUTUBE[/previewyoutube]



PLEASE NOTE: Some parts of the game localization are currently auto translated and several new voice overs are missing. We'll update both as soon as possible in upcoming updates.


  • Audio: Added chatter for more vibrant and lively settlements.
  • Bulletin Board: Added a Bulletin Board to the Town Center. This is now the central hub where settlers notify you of potential missions!




  • Buildings: Added a Paper Mill to produce Paper, which is used by the School.




  • Buildings: Added a School where teachers educate children.




  • Buildings: Added a new Reed Seed for Swamp Farms, which can be turned into Paper.
  • Education: Added an education system. You can now define the settlement’s educational regime. Settlers will gain badges that can serve as expedition requirements and provide buffs to your settlement.
  • Expeditions: Added a large new Endzone expedition.




  • Expeditions: Added a large new Airfield expedition.




  • Expeditions: Added a specialist slot to vehicles, which can be filled by a settler with a badge.
  • Settlers: Added children to the game.




  • Traders: Added "Find Trader" missions, which are triggered by expeditions.
  • Upcycling: Added a Park Ruin that can be upcycled on a zone.



  • Upcycling: Added a Hospital Ruin that can be upcycled on a zone.



  • Upcycling: Added a Fish Farm Ruin that can be upcycled on a zone.





  • Audio: Fixed main menu music overlapping with expedition music during expedition sandbox.
  • Buildings: Fixed upgrades where buildings had fewer workers than intended.
  • Buildings: Fixed errors when clicking on buildings that are under construction.
  • Buildings: Fixed Toolmaker ground visuals.
  • Buildings: Fixed a bug when upgrading the Jetty.
  • Camera: Fixed screen edge pan speed.
  • Camera: Fixed camera movement being slowed down when locked to an entity.
  • Controls: Fixed incorrect identifier in control mapping settings.
  • Environment: Fixed incorrect tree texture appearing during drought.
  • Expeditions: Fixed several progression issues where players were unable to reach 100%.
  • Expeditions: Fixed interaction point on a car in the Small Warehouse expedition.
  • Expeditions: Fixed explorers being deselected when moved.
  • Expeditions: Fixed focus buttons not working correctly.
  • Expeditions: Fixed dialog not always updating correctly.
  • Expeditions: Fixed potential error when pressing F during expeditions.
  • Expeditions: Fixed barks stopping voice-over during expeditions.
  • Expeditions: Fixed fly-ups from other expeditions still being displayed when entering a new expedition.
  • Expeditions: Fixed events from auto-completed expeditions being triggered multiple times.
  • Expeditions: Prevented POI discovery events from triggering when starting a session with Fog of War removed.
  • Localization: Fixed multiple misspellings.
  • Research: Fixed incorrect headline in research tooltip.
  • Resources: Fixed jumping numbers in resource output for production progress.
  • Roadmap: Fixed scaling issues so it now looks consistent across all resolutions.
  • Savegames: Invalid savegames can no longer be loaded by clicking the header.
  • Settlers: Radiated settlers now trigger the correct voice-over when selected.
  • Tutorial: Fixed baseline buildings not unlocking correctly.
  • Tutorial: Several small fixes to tutorial mission goals.
  • UI: Dialogs now always disable in-game input and block UI interaction.
  • UI: The world map no longer displays undiscovered traders.


  • Audio: Reduced settler broom animation sound by 5dB.
  • Buildings: Added Bulletin Board to the Town Center.
  • Buildings: Fixed paths in upcycle mine ruins.
  • Buildings: Graveyards now function more efficiently.
  • Buildings: House upgrade information is now displayed in a dedicated UI.
  • Buildings: Iterated Graveyard and Crematorium paths.
  • Buildings: Changed tooltip for the "Move Work Area" button in the Vehicle Workshop.
  • Expeditions: Directions are no longer displayed in the tutorial if there is more than one possible zone to occupy.
  • Expeditions: Increased number of spawned POIs across all sectors.
  • Feedback: Added a button to open the Feedback tool in the Hub.
  • Feedback: Changed the bug report button icon.
  • Missions: Voice-overs and subtitles can now be skipped via UI & ESC.
  • Missions: Added resource rewards to several events.
  • Missions: House events now trigger when you have fewer than five houses.
  • Missions: Text links are now underlined.
  • Missions: Tweaked and added rewards to several missions.
  • Missions: Added a new icon for negative happiness and applied it to Exodus events.
  • Missions: Happiness missions now display the target value instead of the current value.
  • Options: Tweaked UI scale options to be more intuitive.
  • Radiation: Incoming rain events no longer reduce radiation levels.
  • Settlers: Added several new animations.
  • Settlers: Added more unique attributes to settlers.
  • Settlers: Added more text to highlight what settlers are doing.
  • Settlers: Improved settler lifecycle.
  • Settlers: Improved settler texture variants.
  • Settlers: Settlers now die quicker.
  • Settlers: Settlers are now slightly less likely to die from sickness.
  • Trade Routes: Improved trade route layout to prevent title overlap with transported resources.
  • Traders: Added trader click barks.
  • Traders: Added additional animation variations to trader reactions.
  • Tutorial: The tutorial no longer requires tools in the Pathfinder for the last mission.
  • UI: Floating UIs now slightly fade when the camera is not at the same level.
  • UI: Updated several icons.
  • UI: Improved toolbar UI with a larger headline.
  • UI: Small improvements to the trade route UI to prevent title overlap with transported resources.
  • Upcycling: Moved spawning positions for upcycling ruins on zones.
  • Upcycling: Changed balancing and spawn weights for upcyclable ruins.
  • Vehicles: Improved pathfinding for vehicles.
  • Vehicles: Vehicle pathfinding is now prioritized.
Your Teams from Gentlymad & Assemble | 0.8.9189.34036 #cef404ba5



[h3]We’d love to have you join us on Discord! It’s the perfect place to share your feedback, connect with other players, and engage in discussions with our team.

Discord is our primary platform, and your input would be incredibly valuable. Don’t hesitate—come say hello! 😊[/h3]

[Sneak Peek] Major Update | Education & Bulletin Board 🎒📋

Survivors!

The release of our next major update, Education & Bulletin Board, is fast approaching! To get you excited, we’re offering a sneak peek at what’s coming your way. So, without further ado—let’s dive in!

Just like in our previous sneak peek, here’s some basic information about the main features of this update:



With this update and the newly introduced overall theme Education, you can shape your settlements' future early on. Because Education is key!

[h3]Spotlight: Schools[/h3]

Schools are the heart of learning, employing dedicated teachers who help pave the path forward. As long as a teacher is present, children can attend—and when they grow up, they receive a Badge, marking their journey into the next stage of life.


The type of Badge a child earns is influenced by you, the player. Each Zone offers a variety of available Badges, and you decide which ones are allowed. When a child grows up, they have an equal chance of receiving any permitted Badge. For example, if three Badges are available, each has a ⅓ probability of being awarded. However, a child can only ever receive one Badge—making your choices even more impactful.

There are several Badges, each providing unique bonuses and drawbacks that influence different aspects of the game. Every Settler with a Badge contributes a portion of its effect to the entire zone, subtly shaping its dynamics.


Every school has a set number of student slots. If more children are present in a Zone than the school can accommodate, not all of them will receive a Badge when they grow up. Managing space wisely ensures the best possible future for your young citizens!

A thriving school also needs resources. Therefore, schools consume paper while operating, so keeping your supply stocked ensures smooth learning.

[h3]Spotlight: Papermill[/h3]
Paper—how do we get it? Glad you asked! Paper can be produced in the Papermill, a new building introduced in this update. The Papermill creates paper using water and reed.


Introducing Reed—a versatile new crop for your Swamp Farm! Hardy and resilient, this resource thrives in wetland conditions, offering new opportunities for crafting and production. Keep your farms flourishing and make the most of this valuable addition!



The introduction of Bulletin Boards gives your settlers a voice—and you the opportunity to listen. At the Bulletin Board, you'll receive settlers' requests that can boost their contentment, as well as quests that help improve your settlement. Completing these tasks may reward you with additional resources and other valuable benefits. The Bulletin Board can be found at your Town Center.


A variety of events and quests are tied to the Bulletin Board, unfolding throughout your session. Be sure to check the board regularly, or your settlers' overall contentedness may decline!

On a side note: You’ll now receive fewer direct event dialogues, as many of these events will be redirected to the Bulletin Board for you to review at your convenience.



Besides these two big topics, the update will bring a lot more to the game which we will cover in the update's comprehensive changelog next week. 🔥

Until then, feel free to share your thoughts, feedback, and ideas—particularly about the features mentioned in this posting.

Thank you for your ongoing support. Talk soon!

Your Teams from Gentlymad & Assemble



[h3]We’d love to have you join us on Discord! It’s the perfect place to share your feedback, connect with other players, and engage in discussions with our team.

Discord is our primary platform, and your input would be incredibly valuable. Don’t hesitate—come say hello! 😊[/h3]

Dev Q&A—You asked, we answered! [Part 2]

[h3]Hello, Survivors from all horizons![/h3]

We're back with Part 2 of our Q&A, where we continue answering your questions about Endzone 2.
Last week, we covered six questions—this time, we're tackling the last five, sent by you on Discord and Steam.

We will have quite a lot of screenshots to show you in the first answer about the Visual Design Process, we thus uploaded them to Imgur here and they are also individually linked below so you can go and check them in their full size without encumbering this blogpost :)



Let's jump straight into it!



[Visual Design Process]
[h3]Q1: Which parts of the process did you find most enjoyable and challenging while bringing these environments to life?[/h3]
  • For example, things like creating textures for the landscape or modeling certain buildings come to mind, but I’d love to hear which parts stood out to you the most in terms of enjoyment and challenges.
From: ShadZ
_

A: The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:

Ideation phase (1) Ideation phase (2) Ideation phase (3)

The most promising outcomes of this phase are formalized in the Style Guide or Art Bible. The Style Guide captures the project's overall visual essence and design direction. Influenced by game design and the team's creative vision, it serves as both a starting point and a reference for internal team members as well as external stakeholders, including publishers and contractors. E.g.:

Style Guide / Art Bible examples (1) Style Guide / Art Bible examples (2) Style Guide / Art Bible examples (3) Style Guide / Art Bible examples (4) Style Guide / Art Bible examples (5) Style Guide / Art Bible examples (6)

In addition to the Style Guide, we maintained a Building Design Breakdown in our project wiki. This resource provided a structured and analytical approach to building design, with practical guidelines focusing on key elements such as footprint, form, color, and materials. It aimed to support artists throughout multiple stages of development.

Building Design Breakdown (1) Building Design Breakdown (2) Building Design Breakdown (3) Building Design Breakdown (4) Building Design Breakdown (5)

One of the primary challenges during the art and design process was balancing creative goals with economic and technical constraints. Economic factors such as time, budget, team size, and skill level played a critical role, alongside technical considerations related to the chosen engine, tools, and development framework.
Personally, the early concepting stage was the most exciting part of the project. It allowed us the freedom to explore design ideas and visual themes without limitations.
I’m incredibly proud of the art team and what we achieved in a short time frame. The sheer amount of creative content that made it into the final game, although it is not perfect, is a testament to their talent and dedication.



[Revisiting History?]
[h3]Q2: A lot of the buildings and even processes actually create a bad footprint similar to that which destroyed the place - how can this game be played so that I don't have to have ugly power stations and destructive mining.[/h3]
From: LaurieBrooker
_

A: Endzone 2 offers various options that depend on the style of play.

On the one hand, the new mechanic of being able to create multiple settlements comes into play here. If a player wants to build a settlement in harmony with nature, he can relocate industrial buildings to other zones and deliver their resources via transport routes.

If every settlement is to be built as nature-friendly as possible, you can try to find and produce as many of the resources whose production would harm the environment as possible in Badlands or buy them from traders.

In addition to some industrial buildings, settlements in Endzone 2 are already designed with sustainability in mind. For example, we have deliberately avoided using coal or gas power plants to generate electricity because we believe that humanity would not make this mistake again.

Screenshot here!




[Inspirations]
[h3]Q3: What are you main inspirations for your work? Where do you go to get ideas for your setting and where do you look to in game design?[/h3]From: Winona
_

A: The world of Endzone has always been influenced by common post-apocalypse series and games. However, we have always emphasized a more realistic approach that incorporates current issues such as climate change rather than going down the Mad Max road. 🙂 So while series such as Chernobyl were a model for the atmosphere in a nuclear catastrophe, we also drew on daily knowledge and discussions about climate change. In particular, documentary thought experiments on how to survive in a world shaken by climate change were very insightful. You can learn a lot about this on YouTube...

When it comes to game design, we naturally take our own ideas in the first place. But we had to lie if we didn't keep an eye on current city builders, both genre giants and indie developers alike. Play a lot, learn a lot. In the end, however, we always try to add our own touch to the game design.




[Modding]
[h3]Q4: Do you have a checklist for stuff you want to include in modding?[/h3]
  • Are you going to provide us with tools and what not or a series of guides?
From: Bum
_

A: Currently, we are planning a soft launch of our modding capabilities. So first we want to ship the basic infrastructure, giving the option to mod minor things (icons, loca, etc.). If this goes well and we could gather some feedback about the process we want to keep extending it (allowing you to add new buildings e.g.). Along with every release we also want to ship guides on how to actually do modding.




[h3]Q5: Is there a time frame on your calendar where you will drop back and fix some of the problems that a user/player with an OLDer GPU (ie 4 years) card may be unable to start the game at all?[/h3]
From: oldman_dr
_

A: Thank you for contributing your question. We recently switched to DirectX 11 being our default rendering technique to better the situation and we are also working on more improvements in an upcoming release. This won't help out with all graphics cards however, since we do require certain feature levels to make the game work, since some of the game logic runs on GPU instructions. So iGPUs and GPUs under feature Level 12_0 (DirectX 11.3) still won't be able to run the game.

Sadly, hardware manufacturers didn't make it easy to get clear intel on what hardware is installed and what the capabilities are, as you can see it in this table, everything is quite fragmented and not easily distinguishable (https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D)


This was the latest hotfix regarding DirectX 11: https://store.steampowered.com/news/app/2144640/view/512947503265480794