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[Sneak Peek] Major Update | Dangers & Progression Pt.1☢️⚠️

Hey survivors!

Hope your settlements are holding strong—because in our next major update, Dangers & Progression, we’re dialing things up a notch! While there’s plenty to talk about (yes, custom victory goals are coming!), today we want to give you a first glimpse at something that’s been simmering beneath the surface: the overhaul of environmental dangers.

Let’s take a look at what’s coming soon...



From reworked radiation zones to deadlier sandstorms and disease outbreaks that’ll really put your survival strategies to the test, the wasteland is becoming even more unforgiving—and we couldn’t be more excited.

[h3]Spotlight: Radiation Rework – A Deeper Threat Beneath Your Feet[/h3]

Radiation is no longer just a simple value tied to each zone. Instead, it now directly affects the ground itself. Contaminated rain will irradiate the soil, while clean rain helps decontaminate it over time.

A brand-new overlay lets you view ground radiation levels, adding a strategic layer to building placement. Constructing buildings on contaminated ground will raise your settlement’s overall radiation level—exposing your settlers to danger unless they’re equipped with protective clothing.






Resources gathered from irradiated ground—like food and water—can now contaminate a zone’s storage, spreading the risk even further.

This system brings back some familiar mechanics from Endzone 1, requiring players to think carefully about where they build and how they manage radiation to keep their people safe.






[h3]Spotlight: Sandstorm Rework – No Longer Just Dust in the Wind[/h3]

The old "Sanded" zone state is gone for good. Sandstorms now pack a real punch—each time one strikes, some of your buildings will take damage.

If a building becomes fully damaged, it’ll stop functioning until it’s repaired. Just like construction, repairs are handled by your unemployed settlers and will require resources to complete.






To help you stay in control, you can now disable all repairs in any given zone if needed—perfect for when resources are tight or priorities shift.

This new system turns sandstorms into a dynamic, ongoing threat that forces tough decisions about what to fix, when, and where.






[h3]Spotlight: Diseases[/h3]

The old "Sick" zone state has been removed. Now, when a disease outbreak occurs, it directly affects your settlers—several are randomly selected and become sick.






Sick settlers are unable to work and will stay that way until they recover. Recovery can happen naturally over time or be sped up by visiting a hospital—just one of the new buildings from the upcoming update.


This rework puts the focus on individual well-being rather than a broad zone effect, making disease a more personal and impactful challenge to manage.



That’s all for now—but it’s only the beginning. We’ll be sharing more details soon about the second major part of this update: Progression. You’ll be able to define your own goals for each play session, giving you even more control over how you survive and thrive in the wasteland.

And that’s not all! Also part of the Progression topic, the update will bring new buildings, fresh expeditions, and plenty of other additions to explore.

As always, a huge thank you for your continued support, feedback, and encouragement across Steam, Discord, and beyond. You’re helping shape the future of Endzone 2, and we can’t wait to show you what’s next. 💚

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]