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/