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Endzone 2 News

Hotfix | Hotfix #28 | V 0.8.9271.23889 #4a88975ac

Survivors!

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

  • UI: Monumentum is no longer displayed in health and happiness analytics view.
  • UI: All production buildings are again shown in the production analytics view.
  • UI: Camera no longer changes position when clicking the "reset camera rotation"-button at the top edge of the minimap.
  • Expeditions: Tweaked effect on global radiation when repairing the nuclear power plant.
  • Expeditions: POIs that reveal parts of the map now also properly discover zones.
  • Expeditions: Fixed a bug were some partially completed expeditions were not playable anymore after loading a savegame. This fix required us to reset broken Expeditions so that they need to be played from the start again. If a ruin that was reset was producing goods and was used on a transportation route the respective waypoint gets removed from the transporation route and needs to be assigned again after the Expedition was finished once more. We apologize for the inconvenience!
  • Session Options: Unlocking all technologies in session options no longer unlocks hidden technologies.
  • Events: Small fixes to events that unlock random seeds.
Your Teams from Gentlymad & Assemble | 0.8.9271.23889 #4a88975ac

Your thoughts on save game compatibility

[h3]An important message regarding full release[/h3]

As we are approaching the full release of Endzone 2, which will take place later this year, there is one important thing we would like to share with you.

[h3]We are currently considering not making Early Access saves compatible with the full release version. Here's why:[/h3]

From a developer's point of view, this gives us the opportunity to get rid of some technical legacy issues that could cause problems in older save games due to the many updates. In addition, it helps us to focus entirely on the game experience of a "fresh start" and thus not lose sight of the optimal gaming experience. The development effort is significantly reduced here.

From a player's perspective, we hope that you will be able to enjoy Endzone 2 from a new beginning once again. It will be the first time that the overall vision can be experienced in its entirety and only in a new game round can we ensure that you can fully experience all the features with all its contents.

We are grateful for any feedback on this topic and hope that through this early communication we can come to an alignment with you, the players, in the spirit of open development.

Feel free to jump into the discussion—whether it's in the comments here, on our Discord or over on the Steam discussion board.

We're looking forward to a lively and productive discussion that leads to a result the majority can feel good about.

Thank you!

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/