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Endzone 2 News

[Sneak Peek] Major Update | Electricity & Upcycling 💡

Survivors!

The Major update, called Electricity & Upcycling, is just around the corner. We'd like to give you a sneak peek at the content of this update, so let's get started.




Before jumping into details, here's what Electricity does in Endzone 2 in a nutshell: It allows you to generate and distribute power in your zones. This will be possible with new buildings that will be added in this update.



[h3]Spotlight: Relay Station[/h3]

The Relay Station is the key building for electricity distribution within your settlements—there won’t be any light without it. Only producers and consumers connected to the Relay Station via electricity poles can feed in or consume energy.


The Relay Station also provides detailed information about the amount of electricity stored and the number of connected buildings.



[h3]Spotlight: Wind Turbine[/h3]

The Wind Turbine is the most basic building for electricity production in Endzone 2. To put it bluntly, it converts wind into electricity and feeds it into the Relay Station.


There are actually two versions of the Wind Turbine: one is a standard electricity building available after being researched, and the other is part of the new upcycling feature. So, let’s jump right into it.




Upcycling has been a highly coveted feature since the early stages of Endzone, and now we’re super excited to finally make it happen. We can now implement the ability to re-use specific ruins available on the map. You’ve just learned about the Wind Turbine ruin, so here’s another one for you.



[h3]Spotlight: Upcycled Wind Turbine[/h3]

Remember those big, weathered Wind Turbines? Well, now they can be re-used to produce electricity—after being overhauled using the necessary resources.



This is just one of the ruins that can be upcycled, and it’s literally a kick-start for your settlement’s bright future.



[h3]Spotlight: Old/Restored warehouse[/h3]

These old warehouses can be restored by paying the construction costs. Once restored, they can make a big difference for your settlement, as they are designed to store a large quantity of resources.


Both of these newly introduced features are just the beginning, laying the foundation for even more exciting features we'd like to add to the world of Endzone 2. Electricity is another anchor that allows us to implement more advanced technologies with future updates. The same goes for Upcycling, where the possibilities for additional ruins and enhanced immersion are vast.



We’re eagerly looking forward to your thoughts, feedback, and ideas—especially regarding these two features.

That's actually a great transition over to our very first question of the week: What kinds of re-usable ruins would you like to see in future updates? Let us know on Discord or in the comments.

Thank you for your ongoing support. Talk to you soon!

Your Teams from Gentlymad & Assemble



[h3]We’d love for you to join us on Discord, where you can easily share feedback and engage in discussions with other players and the team.

It's our main platform, and your input would be really valuable there!
So come say hello :)[/h3]

#1 | Regular Update | Improvements ☢️

Survivors!

today we release a regular update that brings improvements, Quality of Life features and bug fixes.
Ingame statistic data will start to be collected with this update so in order to have the statistics window display data some ingame time has to pass. Also this is the first version of a statistics window which will be further improved in future updates.

  • Statistics: A statistics window was added that gives detailed information about each resource in a settlement.



  • Settlers: Settlers now have different names.
  • Settlers: Settlers can now be renamed.
  • Vehicles: Vehicles can now be renamed.







  • Expeditions: Added help texts for expeditions. These will also trigger once in savegames if help texts have not been disabled.
  • Expeditions: The expedition overview now gives more detailed information about all available locations.



  • Expeditions: Added new greenhouse expeditions.
  • Tutorial: Added direction indicators for goals that require settling on a new zone or making an expedition
  • Game Options: Added a toggle to enable or disable movement barks for explorers and vehicles.
  • Game Options: Added a toggle to enable or disable camera edge scrolling.
  • Profession Overview: Profession Overview now displays the maximum number of assignable jobs.


  • Zones: Fixed ground types for different zones to make buildings like mines better placable.
  • Transportation Routes: Replaced drag & drop functionality in trade routes with a simpler but more stable interaction.
  • Transportation Routes: Transportation routes in their overview no longer display wrong resources when deleting a transportation route.
  • UI: Fixed flickering icons in zones.
  • Expeditions: Completing the wind turbine expedition now not only removes the fog of war in its radius but also correctly uncovers all ruins.


  • Expeditions: Improved different puzzles at expeditions to make them better understandable.
  • Expeditions: The hovering UI over ruins now reflects the progress of the expedition.
  • Transportation Routes: Deleting a transportation route now needs to be confirmed via a prompt.
  • Analytics View: The production analytics view now also reflects the most important warning for each building.
  • UI: Changed some icons for building warnings.
  • UI: Buttons below Minimap no longer overlap with the active frame of the minimap.
  • UI: Community buildings now show the number of affected buildings in their inspector.
  • UI: Event dialogs now have a clear indication to which settlement they belong.
  • Gameplay: Different balancing to production buildings. Especially upgraded buildings are now more beneficial.
  • Fields: Fields no longer require iron tools to be researched or built.
  • Mines: Mines are now more flexible in their placement.
  • Research: The technology that is currently being research is now highlighted in the tech tree.
  • Research: The notification displaying that something is currently research now also displays the current research's name in its tooltip.
  • Build Mode: Most buildings are now better visibile while placing them.
  • Buildings: Buildings now show first steps of their building process in order to make construction sites and blueprints better visible.


Your Teams from Gentlymad & Assemble | 0.8.9039.15944 #a4f085237



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

[h3]As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]



Hotfix | V 0.8.9032.31072 #8e3711fd1

Survivors!

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

  • Settler Professions: Implemented a fix for savegames with discrepancy between assigned settlers and free workers.
Your Teams from Gentlymad & Assemble | 0.8.9032.31072 #8e3711fd1

[Sneak Peek] Regular Update | Improvements ☢️

Survivors,

Time flies, and our first Regular Update ☢️ is just around the corner! We're excited to give you a sneak peek of what we've been working on for the upcoming September update. Mark your calendars for September 30th, here is a short and sweet overview what to expect:

  • In-Game Statistics
  • Renaming Settlers and Vehicles
  • Expedition Improvements
  • Quality of Life Enhancements
  • General Gameplay and Settler Improvements
  • Stability Improvements
  • General Bug Fixes

For this first Early Access Update, we originally focused heavily on stability, bug fixes, and quality of life improvements. But after reading your feedback, we worked hard to implement two features ahead of schedule. We’re thrilled to announce that we’ve managed to squeeze in a first version of in-game statistics and the ability to rename settlers and vehicles!






And stay tuned - in October, you can look forward to Update #2 and our FIRST MAJOR UPDATE with MORE CONTENT including ELECTRICITY and UPCYCLING.
Make sure to check out our online roadmap to see what's coming in future updates.





[h2]ICYMI[/h2]
Talking about updates - in case you missed it we started an Early Access survey! It is still open and we kindly ask you to submit your feedback in this form to help us shape the Early Access.





Keep in mind, Endzone 2 - just like the original - is shaped by your feedback! Your input is key in helping us create the ideal post-apocalyptic city builder and colony sim that we all envision. 🌱



#1 REGULAR UPDATE | OVERVIEW


This overview is based on the current state of our internal test version and does not represent the final update notes! ☢️Contents are subject to change! ☢️

[h3]📈 Statistics:[/h3]
  • The new statistics feature gives you a comprehensive overview of all resources in a settlement!
  • Easily view and compare key values like stock levels and resource changes (per minute).
  • Track production, consumption, and stock levels of all resources over the past 11 days using graphs.
  • Access a history of recent deliveries/exports of resources through transport routes.

[h3]🗣️ Naming Settlers/Vehicles:[/h3]
  • Settlers now have individual names.
  • You can rename settlers.
  • Vehicles can also be renamed for better differentiation according to their purpose.

[h3]🚌 Expeditions:[/h3]
  • Expeditions now include helpful explanation texts when accessed for the first time (this also triggers in savegames).
  • The expedition window has been revamped to show more information about specific locations.
  • You can now see how many expeditions are available across the three sectors and how many have already been completed.
  • Improvements have been made to certain expedition puzzles to make them more intuitive.

[h3]🌱 General Quality of Life:[/h3]
  • Additional guidance in the introduction, including arrows pointing to the zone to be settled, will help players get started.
  • The production analysis view now highlights the most critical issue affecting a building.
  • Community buildings that influence nearby structures now display the number of buildings affected.
  • Deleting transport routes now requires confirmation through a pop-up dialog for added safety.
  • The research notification now shows what’s currently being researched.

[h3]🎮 Gameplay Improvements:[/h3]
  • Certain zones have been adjusted to make tasks like placing mines easier.
  • Various balancing tweaks, especially making upgraded buildings more rewarding.
  • Farms no longer require iron tools to be researched or built.
  • Mines now offer more flexibility in their placement.

Thank you for reading this far, for playing Endzone 2, submitting your feedback, and completing the survey. Your input helps us shape the game to better meet your expectations and enhance its overall experience. 🙂 See you on September 30th again! 🍂

Yours,
Gentlymad and Assemble




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

[h3]As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]



Hotfix | V 0.8.9028.22986 #d49420430

Survivors!

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

  • Map Generation: More stability fixes
  • Gameplay: Settler radiation no longer increases even though the settlement has sufficient protection clothing stored.
  • Gameplay: Fixed an issue were settlers will still working in buildings even though they were already dead.
  • Gameplay: Fixed settlers not being automatically assigned to buildings when growing up or being unloaded from a vehicle.
  • Savegames: Save games are now handled more memory efficient
Your Teams from Gentlymad & Assemble | 0.8.9028.22986 #d49420430