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Endzone 2 News

Hotfix | V 0.8.9260.23461 #451704b76

Survivors!

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

  • Achievements: Unlock the Beacon Achievements for those who built them outside of the event.
  • Buildings: Prevented buildings that are under construction or in blueprints from being selected as event targets.
  • System: Fixed issues when starting a new session while another session was still running.
  • Buildings: Fixed ruin dismantle issue.
  • Build Mode: Cell highlighting during building placement now works correctly at the margin of a zone for all zone dimensions.
  • Events: Rain events no longer get canceled when the last zone in a sector dies. This ensures weather events can trigger again.
  • Radiation: Radiation heatmap overlay now correctly displays buildings only for relevant buildings.


  • Buildings: Rebalanced "Decontaminator" and "Upgraded Decontaminator." Decreased maximum worker amount, increased field of influence, increased amount of radiation removed, "Upgraded Decontaminator" now only needs gloves and masks.
  • Buildings: Decreased the 2nd and 3rd radius of the Decontaminator.
  • Buildings: Changed the Field of Influence penalty of Decontaminators.
  • Event: Statue and beacon events no longer highlight the UI.
  • Trade Routes: Bridges must be open for traders to have transport quests to other traders.
  • Events: Weed and beer events can no longer trigger if the player does not have at least one plantation.
Your Teams from Gentlymad & Assemble | 0.8.9260.23461 #451704b76

Hotfix | V 0.8.9257.20345

Survivors!

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

  • Analytics View: Analytic View is now restored correctly when opening and closing the Hub.


  • Electricity: Fixed error that occurred when trying to place an inter area power pole without having enough resources in the construction vehicle's inventory.
  • General: Potential hotfix for an error that occurred when starting a new session from a running session.
  • Radiation: Ground Radiation no longer affects paused buildings.
  • Radiation: Ground radiation no longer affects buildings that are 100% damaged.
  • Resources: Fixed wrong production icon being displayed at resource points of interest (POIs).
  • Savegames: Fixed error when loading savegames before traders were introduced.
  • Savegames: Changed "random loot packages chosen more than once"-error to warning for loaded savegames,
  • Traders: Fixed an error that occurred when a quest dialog from a trader was automatically hidden as soon as the timer ran out.
  • Upcycling: Fixed error that occurred when clicking on the upcycling ruin icon above the minimap while placing the town center of a new settlement.


  • Resources: Resource POIs no longer reset radiation of resources.
Your Teams from Gentlymad & Assemble | 0.8.9257.20345 #0a6c17f8a

#8 | Major Update | Dangers & Progression ☢️⚠️NOW LIVE

Survivors,

We’ve just deployed our biggest update yet for Endzone 2, and it’s going to challenge everything you know about survival in the wasteland. From radiation rework and brand-new buildings, to deadly weather and disease mechanics – the Dangers & Progression update is live now!

This update also squashes bugs like building placement issues and expedition glitches for smoother play. Some tweaks make things even better, with stronger sandstorms, a refreshed disease system, and clearer radiation visuals. Updated tutorials make jumping in a breeze, pulling you deeper into this post-apocalyptic adventure!

[previewyoutube][/previewyoutube]

[h2]Update Highlights Breakdown[/h2]

[h3]Major radiation system overhaul[/h3]
→ Includes a detailed radiation overlay, cleansing rain, and irradiated food & water mechanics

[h3]New buildings[/h3]
→ Decontaminator, Brewery, Bar, Coffee Shop, and more

[h3] New resources[/h3]
→ Hops and Weed, used in beer and joint production

[h3]Upgraded storage buildings[/h3]
→ Now remove radiation from food and water

[h3]4 new expeditions[/h3]
→ Sewage Plant, Hospital, Traffic Accident, Small Ominous House

[h3] Game goal overhaul[/h3]
→ New goal selection menu and 3 themed win conditions

[h3]Late-game content[/h3]
→ Unlock Beacon monument and decorative statues through new missions

[h3]New missions & improved tutorials[/h3]
→ Guides for new mechanics and content



[h2]☢️A New Era of Radiation☢️[/h2]
Radiation has evolved into a full survival mechanic. You’ll now need to:

  • Monitor zone-based radiation with a new overlay
  • Watch out for irradiated food and water
  • Build Decontaminators and upgraded storage buildings to fight back
  • Hope for cleansing rain – it now removes radiation naturally
  • This rework adds new complexity, new visuals, and new threats.





[h2]🏥Hospitals, Bars & More – New Buildings🏥[/h2]
This update adds over 10 new buildings, including:

  • Hospital – Treat critically ill settlers
  • Brewery & Bar – Produce and serve beer to boost happiness
  • Coffee Shop – Distribute joints to ease settler stress
  • Beacon – A late-game monument to your survival mastery
  • Decorative Statues – Unlockable through new missions
  • Small Town Center, new street types, adult-only shelter, and more









[h2]🗺️New Expeditions & Game Goals🗺️[/h2]
Send your explorers into four new expeditions:

  • Sewage Plant
  • Hospital
  • Traffic Accident
  • Small Ominous House

You’ll also find a new goal selection system, complete with:

  • 3 new themed win conditions
  • 6 new achievements
  • New missions to guide progression





[h2]🌪️Sandstorms & Disease Overhaul🌪️[/h2]
Survival just got even harder:

  • Sandstorms now cause building damage over time
  • A new disease system introduces severe illness and non-working settlers
  • Settlers’ mood is now affected by radiation
  • Prepare your infrastructure or suffer the consequences.





[h2]🛠️Quality-of-Life & Fixes🛠️[/h2]
We’ve implemented tons of fixes and improvements, including:

  • Health bars & destruction visuals for buildings
  • Improved road logic and settler behavior
  • Better tutorials, tooltips & UI interactions
  • Fixed expedition, trading, and savegame issues

[h3]Check out the full changelog below:[/h3]

  • Achievements: Added 6 new achievements for game goals and beacon missions.
  • Buildings: Added a bar to distribute beer to settlers, increasing happiness.
  • Buildings: Added a beacon building (split into 3 parts) to celebrate and honor well-managed settlements.
  • Buildings: Added a brewery to produce beer from hops.
  • Buildings: Added a coffee shop to distribute joints to settlers, increasing happiness.
  • Buildings: Added a decontaminator to remove radiation in its vicinity.
  • Buildings: Added a hospital to treat sick settlers.
  • Buildings: Added a shelter that houses only adults.
  • Buildings: Added a small town center to provide more building space in small zones.
  • Buildings: Added three decorative statues, unlockable through new late-game missions.
  • Buildings: Added two new street types.
  • Buildings: Added an upgraded decontaminator to remove radiation in its vicinity.
  • Game Goals: Added a selection menu for game goals in the game type selection.
  • Game Goals: Added a set of three themed winning conditions.
  • Missions: Added several new missions for new resources and buildings.
  • Radiation: Added a radiation overlay to display local radiation levels in a zone.
  • Resources: Added hops resource, harvestable in fields.
  • Resources: Added weed resource, growable and harvestable in swamp farms.
  • Resources: Food and water can now become irradiated; build upgraded storage or decontaminators to remove radiation.
  • Sandstorms: Sandstorms now damage buildings over time; affected buildings are automatically repaired but may be fully destroyed.
  • Settlers: Settlers can now become severely ill and stop working.


  • Buildings: Added a safety check to fix occasional half-cell offset when placing buildings.
  • Buildings: Fixed an issue preventing some buildings from being buffed by storage facilities.
  • Buildings: Fixed zone road connections not correctly calculating connections to the town center when new roads are interrupted by blocking terrain.
  • Buildings: It is now possible to cancel the creation of vehicles.
  • Buildings: Warnings are no longer disabled when a building's workforce is at or below zero.
  • Expeditions: Added savegame fixes for certain greenhouse expeditions.
  • Expeditions: Disabled camera shake when bridges are auto-unlocked at session start.
  • Expeditions: Fixed interactables not being usable while the object an explorer is standing on is moving, even when the interactable is in range.
  • Expeditions: Fixed several expedition errors and glitches.
  • Map Generation: Fixed an unreachable mine slot.
  • Minimap: Ensured proper updating of upcycling slots on the minimap after dismantling ruins.
  • Missions: Fixed an error where events could trigger even if their filters were not met.
  • Missions: Fixed seed goals not counting correctly.
  • Research: Fixed an error occurring when finishing research with the research window open.
  • Research: Fixed technologies currently being researched from being discovered on expeditions or through events.
  • Savegames: Added a fix for buildings becoming locked after loading a savegame.
  • Savegames: Added a fix for cases where the same random loot was selected twice for a POI, preventing 100% completion.
  • Settlers: Fixed homeless settlers issue after Wanderers/Outlanders events.
  • Settlers: Fixed unwanted behavior of settlers going to storage facilities when not in a working state.
  • Trading: Fixed an error occurring when rerolling trader prices.
  • Trading: Fixed several errors with trade routes.
  • UI: Fixed different issues with drag-and-drop functionality for resources.
  • UI: Fixed an error when changing zones while a construction inspector is open.
  • Upcycling: Added 2-3 construction states to upcycling ruins to prevent them from popping in/out.


  • Buildings: Added a health bar to buildings.
  • Buildings: Added destruction effects to buildings with low health.
  • Buildings: Regular farms can now be placed outside fertile soil, with an adjustable field of influence.
  • Buildings: Swamp farms now have an adjustable field of influence.
  • Buildings: Town Center now includes an option to adjust settlers' repair behavior.
  • Buildings: Upgraded storage buildings now clean irradiated resources.
  • Diseases: Revamped the disease system.
  • Intermediate Area: Radiation is now displayed as 100% outside a zone (visual effect only).
  • Missions: Added a mission triggered when losing a zone.
  • Missions: Added new missions to remind players to build upgraded storage buildings.
  • Notifications: Added notifications when food and water become too irradiated.
  • Radiation: Adjusted radiation heatmap gradients for clearer visibility.
  • Radiation: Radiation tooltip on buildings now shows radiation levels as a percentage.
  • Radiation: Rain can now remove radiation.
  • Resources: Added a rating and labeling system for seeds.
  • Resources: Seeds are now distributed across sectors based on their rating.
  • Sandstorm: Increased the strength of sandstorms.
  • Settlers: Radiation now affects settlers' mood.
  • Trading: Trade routes are now factored into resource-per-minute goals.
  • Trading: Trader prices no longer reset when loading a savegame.
  • Tutorial: Adjusted the tutorial to cover updated radiation and disease mechanics.
  • Tutorial: Revised several tutorial texts for clarity.
  • UI: Added end screens for game goals.


[h2]🔧 Update Now – And Let Us Know What You Think![/h2]
We’re incredibly excited about this update and can’t wait to hear your feedback. Share your thoughts, strategies, and screenshots on Steam Discussions or our Discord.

Survive smart. Survive strong. 🧠💪

💚 Your teams at Gentlymad & Assemble | V 0.8.9251.16418 #573d405a5





https://store.steampowered.com/app/2144640/Endzone_2/

[Sneak Peek] Major Update | Dangers & Progression Pt.2☢️⚠️

Hey Survivors!

Surviving the dangers of the wasteland is one thing. But what comes after survival? What keeps you going when your people are thriving, your cities are growing, and the sandstorms finally pass?

In today’s sneak peek, we’ll take a closer look at the "Progression" half of our upcoming Dangers & Progression update — giving you new ways to shape your journey, define your victories, and push your settlements to the next level.

Let’s take a look...



Whether you're aiming to grow a vast population, endure the harsh seasons, or build a thriving network of settlements—our new progression system gives your survival journey purpose, challenge, and a clear path to victory (or glorious defeat).

[h3]Spotlight: Game Goals – A New Way to Play[/h3]

Every new game now begins with a choice: Do you play just for fun or do you pursue a greater purpose?



You can now select one of three Game Goals to define your play session:

  • Population Boom – Reach a total of 1000 adult settlers
  • Long-Term Survival – Endure 200 seasons
  • Expansionist – Create a total of 9 settlements

Completing a goal earns you a shiny new achievement and the opportunity to conclude the session. But don’t worry — you can always keep playing if your story isn’t finished yet.



[h3]Spotlight: New Buildings – Function Meets Flavor[/h3]

To complement the new progression system, we’re introducing exciting new buildings to Endzone 2:

🏠 Shelter – A compact housing solution for lots of adults, but no children. Ideal for dense late-game settlements.






☢️ Decontaminator – Clears ground radiation in a moveable working area using up protective clothing. Essential for securing clean construction zones and protecting your settlers long-term.



🍺 Brewery & Pub – Grow hops, brew beer, and serve it in bars. Increases confidence for nearby housing, at the cost of a little health.







🌿 Coffee Shop – Cultivate weed, roll it into joints, and boost your settlers’ confidence. Just like the bar, it comes with a minor health penalty. Your people may be glowing with joy — but maybe also a little too chill.






📡 Beacon – Once your session goal is completed, you’ll unlock the ability to build the beacon. Construct it, and your people may leave this forsaken place for good… or stay behind to write a new future.







[h3]Spotlight: Monumental Progress[/h3]

We’ve also added 3 new late-game side missions with unique, challenging objectives. Completing them will reward you with special Monument Buildings:

  • Each monument boosts a specific stat for the settlement it’s placed in.
  • But choose wisely; each one can only be built once!

These monuments not only give powerful bonuses but also stand as lasting reminders of your leadership and your people’s resilience.





We hope you enjoyed this glimpse into the progression systems coming with the next major update. With new ways to win, build, and guide your people, this is one of our most exciting additions yet.

Thank you for all your support, feedback, and thoughts across every channel — we read everything, and your input helps shape the World of Endzone into something truly special.

Until next time, stay safe and don’t forget: every monument begins with a single settler. 🏗️ 💚

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]

[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]