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Two harrowing game worlds, two apocalyptic realities in one discounted bundle!


[h3]If you enjoy that feeling born from overcoming immense difficulties, conquering all odds stacked against you, and surviving despite everything saying it’s impossible, you’re going to love this bundle! [/h3]

Homeseek and Endzone are teaming up to provide you with two harrowing game worlds and two post-apocalyptic realities, packaged together to deliver a discounted double chance to prove your ability to survive.


https://store.steampowered.com/bundle/33691/Seek_Home_in_the_Endzone/


It’s up to you to lead these two settlements to victory in their respective worlds. Can you build a home in a land nearly devoid of clean water? Are you able to overcome radiation, toxicity, and violent weather events? Try you hand at two different worlds and manage two struggling colonies with one common theme: surviving the apocalypse.




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[h3]About Endzone - A World Apart[/h3]
In 2021, a global ecological disaster plunged the world into chaos and brought humanity to the verge of extinction. Only few were able to escape into underground facilities called "Endzones". 150 years later, mankind returns to the surface - under your command! In an extremely hostile environment full of radioactivity, contaminated rain and extreme climate change, you'll have to prove your worth as a leader.

Homeseek V.1.03 update

Hi colonists,

We just made a hotfix for some reported bugs.

[h2]Update 1.03[/h2]

  • Fixed a game-breaking bug that was causing several issues (most prominently Chapter 1.5 wasn't ending) that related to Polish and Russian
  • Fixed a bug related to screen settings and resolutions
  • Some other minor fixes
  • Added error and bug recording sdk

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Thank you for all your feedback so far.

We hope you have been enjoying Homeseek! If you have, please leave us a review on Steam!

Don't forget to follow our Twitter and join the Discord for more discussions, tips, and development updates:




See you in the wasteland.

A word from the developers

Survivors,

We want to thank each and every one of you who has spent time battling the scarcity of resources, vicious bandits, and extreme conditions throughout the wasteland. We are so grateful for your time playing and the feedback and suggestions you have provided us.

With that in mind, we want to address some of the challenges we have faced as developers and update you on the ways in which we are taking your feedback into account in order to improve the game.

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[h2]Linearity[/h2]

Many of you have expressed frustration with the linear nature of the games, and we hear you. We are attributing the feeling of “linearity” some of you have mentioned to 3 main things:

1. Difficulty - Due to the high difficulty of the game players feel pressed to progress in the main objective as fast as possible, leaving you no time to explore and experiment. By decreasing the difficulty and slowing down certain scenarios, players will have more space for trying out their own thing. This should also combat the fact that some feel “it’s like solving a puzzle”

2. Story - Homeseek is story-based game. Inevitably, the story will be experienced in a somewhat linear way. However, keep in mind that each scenario can be played in a few different ways, and while nothing is random, there’s more than one questline and storyline that the player can experience in each scenario. It’s important to understand that the first scenario works more as a tutorial; therefore, the player agency is limited compared to the other scenarios. Keep playing to explore more options!

3. Game modes - While the story mode is shorter, survival mode offers a more long-term experience where each choice has a more lasting effect. If you feel that playing one scenario at a time does not offer enough freedom, we invite you to try out survival mode, for a more lasting, impactful, and player-driven experience.

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[h2]Difficulty[/h2]

Homeseek is meant to take place in a harsh world, but we understand that not every player wants to struggle at every turn. For this reason, we have already released a patch that addresses these issues through balancing we developed with your comments and concerns in mind.

Specifically, we are making the initial levels easier, as well as slowing down how fast things can go wrong. We’ll be having more updates to that end in the future as well, so keep an eye out!

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[h2]Punishment[/h2]

Many people feel that the game is too punishing of mistakes and missteps. We understand your frustration and are currently developing an autosave feature in order to alleviate your concerns there. With this feature, you’ll be freer to experiment and use trial and error without needing to start entire scenarios over or having to remember to manually save.

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[h2]Ambiguity[/h2]

Finally, we understand that some of the missions are a bit ambiguous, leaving you unsure of how exactly to move forward. We are working to clarify these instances to bring you a better experience.

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Again, thank you so much for your interest in Homeseek. We also deeply appreciate your patience and understanding as you allow us to take all of your comments into consideration and apply them to our work. We hope you will be excited by all the changes we’re developing for you.

Thank you,

The Traptics Team



P.S. We really do love hearing from you! Please consider joining our Discord to compare strategies, coordinate with other survivors for multiplayer matches, and give the developers direct feedback about your gameplay experience!



Homeseek V.1.02 update

Hi colonists,

We just made an update focused on balancing. Please note that These changes will not be present in old saves, so we strongly recommend restarting levels rather than loading them.

[h2]Update 1.02[/h2]

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[h2]Balancing[/h2]
  • Increased starting water in wells

    Increased starting water in wells
    Chapter 1 14k 🠊 18k
    Chapter 2 5k 🠊 6.5k
    Chapter 3 5k 🠊 9k
    Chapter 7 5k 🠊 6.5k
    Increased Berry Bushes collection rate (10%)
    90/H 🠊 99/H
    Increased Scrap Piles collection rate (10%)
    60/H 🠊 66/H
    Increased Water Extractor collection rate (30%)
    135/H 🠊 175/H
    Increased Water Collector collection rate (30%)
    150/H 🠊 195/H
    Increased Warka Tower collections rate (33%)
    18/H 🠊 24/H
    Farm production has been modified based on the water quality
    Using poor water x 1.5 🠊 x 1.75
    Using clean water x 2 🠊 x 2.5
The above-mentioned changes make the first levels easier, provide a greater sense of player agency, and allow for more freedom of movement. Furthermore, they should encourage the construction of more buildings, especially converters.

  • Reduced the max occupants by 1 in Medical Centers but increased the healing rate by 25%. This has no impact on the average healing provided per day but allows for faster cycling between the sick citizens. So essentially this means citizens spend less time getting treated, which consequently increases the amount of available workers at all times.
  • Additionally, since the players will now have more resources we increased the damage from contaminated resources by nearly 40% but have reduced the amount of max damage a citizen can take while consuming said resources. This change aims to emphasize the importance of better water quality (and its use in the farm) and provide the player with a bigger reaction window for addressing the sick citizens.
To put it into perspective a single Medical Center in combination with poor water consumption (from the Wetlands or the Purification Center) is enough to sustain a community of 50 people without ever having someone die (Not taking into account damages from other sources like events or expedition events).
Using Poor Water instead of Contaminated for consumption and irrigation reduces the average daily damage to citizens by 66%.


  • Chapter 3 events have been “slowed down” to allow for more player experimentation.
  • Chapter 7 has been slightly extended so that it lasts longer and allows for more player experimentation.
  • Chapter 8 minimum duration has been increased.
  • We reduced the requirements for the Windmill-related questline in Chapter 9 from 4 to 2.
  • Expedition traveling speed has been reduced by 10% to deemphasize their usage in the beginning. The Lay of the Land rule bonus has been doubled. (So effectively expeditions start slower but eventually become faster than they are now).
  • Travelling Speed in Endless has been reduced by 66%.
  • Canines, Equidae, and birds of prey provide less food when butchered, livestock provide more.
With the increase in the starting resources and collection rates, players can set up their bases faster before having to send expeditions. Additionally, this will allow players to pursue different avenues instead of feeling forced to “rush” expeditions. Finally, the increase in resource production makes preparations for expeditions easier.

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[h2]Bug Fixes[/h2]

  • Made a fix where the resolution of the game wasn’t being fitted correctly. Players can now also choose their preferred monitor.
  • Fixed a bug in Chapter 5 where the ship was never returning from the island (Chapters need to be restarted).
  • Reseted the world map in a more appropriate starting position in scenario 4. Always remember you can rotate with Q and E.
  • Fixed a bug where Laws were being awarded even though it was found.
  • Fixed a text field that was providing wrong info about the type of law slots found.
  • Chapter 4 last location had the same location as Chapter 3.
  • Fixed a bug where default resolution was problematic on PCs with multiple monitors.


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[h2]Other improvements[/h2]

  • Expedition parties now form instantly.
  • Level 3 will now show when the next caravan will come.
  • Quests for finishing scenarios 3 and 4 are now clearer.
  • Building production and conversion on HUD tooltip have been separated to improve clarity.
  • Improved the feedback when an event decision would max out the Vexation meters in Chapter 2.
  • Pressing Shift allows for faster camera movement.
  • Power Consumption/ Production can be seen outside of working hours.
  • The game now autosaves when you quit a chapter.


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[h2]New laws[/h2]

  • Equipped for Combat: Expeditioners will receive 5% less damage from all sources while exploring.
  • Haste Makes Waste: Expedition parties explore locations 10% slower but find 20% more stuff.


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[h2]Upcoming improvements[/h2]

  • We are working on a more advanced autosave system that can work as a failsafe in case you want to roll back.
  • We are working on an improvement to make Happiness escalation more gradual so that players have more time to react, as well as better feedback.
  • We are making improvements on all distribution modules in order to showcase more clearly issues that may not be functional.
  • We are considering refactoring certain buildings like the farm, in order to make them more straightforward and improve their feedback.
  • We are also making a change to streamline connection creations and automate them to a degree.
  • We’ll be adding a bigger difficulty option.
  • We also want to add more controls and options, like a toggle for edge scrolling, placing multiple buildings, etc.
  • We are making changes to simplify the connection requirements for some buildings and also provide better feedback.
  • We are working on improving the aesthetics of the expedition maps.
  • Destroying storages should reallocate the contained resources to the other available storages.
  • Steam cards will be released soon.



Thank you all for all your feedback so far.

We hope you have been enjoying Homeseek! If you have, please leave us a review on Steam!

Don't forget to follow our Twitter and join the Discord for more discussions, tips, and development updates:



See you in the wasteland.

Homeseek V.1.01 update

Hi colonists,

We just made an update to address some issues you reported.

[h3]Hotfix 1.01[/h3]

  • Added several improvements to scenario 3 quests (including a bug that prevented the completion of a quest related to the Advanced Research Center), events, and expeditions.
  • Fixed a bug where the citizens sometimes got stuck in Advanced houses (failing to eat, drink, go on expeditions, or do anything else).
  • Made the expedition getting disbanded while preparing to leave much rarer now (this exists as a failsafe in case a citizen gets stuck somewhere).
  • Fixed a bug where food contamination was too high. This was most prevalent on level 3.
  • Increased the deadline for scenario 4 quest called “Fever”.
  • Solved a bug where loading was resetting selected difficulty.

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Thank you all for helping us locate these bugs.

We hope you have been enjoying Homeseek! If you have, please leave us a review on Steam! It will help us immensely with the game's discoverability.

Don't forget to follow our Twitter and join the Discord for more discussions, tips, and development updates:



See you in the wasteland.