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Endzone 2 News

Kick-starting Endzone 2 has begun!

Survivors!

We're still overwhelmed by your feedback, still sorting our thoughts in preparation of the road ahead that ultimately leads to the release of Endzone 2 in Q1, 2024. And, as we've already announced a while ago, we want to shape the game together with you in every possible way - just like we did with its predecessor.

[h2]Need Backup![/h2]
As apart of this journey, we just launched our Kickstarter campaign. This campaign provides you - the community - with exclusive rewards as well as giving us the opportunity to add more features to the game; on top of what we've already planned. Hence, it helps us making Endzone 2 even bigger with your support. That's why we would be honored and grateful if you become a backer of our Endzone 2 Kickstarter Campaign!



We can't express how exciting this is for us - it's yet another milestone on our journey up to the release of Endzone 2. And we feel even more connected with our community than ever before. Let's do this, together! Let's shape the future of Endzone 2, together.

And don't forget to check out our Discord server where you can share your thoughts, talk with us, and get exclusive development insights!

Here's some additional info about our Kickstarter Campaign:
[previewyoutube][/previewyoutube]
Take care everyone,
Gentlymad Studios & Assemble Entertainment

[h2]About Endzone 2[/h2]
https://store.steampowered.com/app/2144640/Endzone_2/



Developer Blog Post - The Badlands, Map Generation & Vehicles



[h3]Survivors!
Over the last few weeks after the announcement, we have dedicated some time to address specific questions from the community on our Discord in form of Developer Blog Posts. We decided it would be much more convenient to mirror those on Steam in a collected format, meaning that this news includes the last (and first) 3 Developer Blogs to Endzone 2. As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]



The Badlands


- I've seen my fair share of wrecked places, but this one is different. It reminds me of a book from when I was a kid – stories my grandpa told about the Grand Canyon, with its huge plateaus and cliffs. Even though we're nowhere near America, something big must've hit here. Lots of rainfall probably turned this area into a dangerous swamp over the last century.
The place feels strange, and I'm not ready to trust it. We need to reach higher ground, one of those plateaus in the distance. The surroundings seem like they're holding their breath, like something's about to happen. We've got to be smart about every step we take. Climbing up to a plateau should give us a better view and maybe some safety. The rocks and water know their own stories, but we're the ones who have to decide what happens next. -


[h3]What are the Badlands[/h3]
The Badlands, characterized by toxic swamps, is a remnant of the massive flood and natural disasters depicted in Endzone - A World Apart. The Badlands, now consisting of only a few rivers, remains largely unexplored, inhospitable, and harbors numerous undiscovered dangers.



Conversely, the habitable territories boast untouched flora and fauna, providing an environment where life can flourish.



The Badlands constitute the region that lies between the habitable territories. We differentiate between these areas based on the fact that settlements can only be established on plateaus. Unlike habitable territories where structures like Watertowers or a Tree Nursery can be constructed, in the Badlands, you can re-establish certain ruins to function as Trading Post later on. Furthermore, settlers can embark on expeditions to explore diverse new ruins. A thoroughly revamped system enables you to engage with the world more deeply, as you directly assume control of your explorers during these expeditions. Certain structures might still be functional, offering resources to support your settlements.



[h3]The playable Map[/h3]
The Badlands, and correspondingly, the habitable territories, are divided into three sectors. To gain access to these sectors, you need to restore the connection points that enable river crossings. Although you can actively choose where to initiate your first settlement by driving your bus across the Badlands within the first sector, the other sectors will become available as you progress in the game.



Similar to Endzone - A World Apart, the world is scattered with a multitude of ruins, many of which can now be discovered, looted, and utilized to generate resources beyond your settlement. While the Badlands present an expansive and perilous landscape, understanding your surroundings can prove extremely valuable and necessary. Initially shrouded in a dense fog, the Badlands gradually unveil themselves as you uncover certain locations.



[h3]A look ahead[/h3]
Moreover, forging trading routes and discovering trading posts operated by familiar and cherished characters necessitates traversing the Badlands. To prepare for a variety of situations, a range of trusty vehicles like the iconic bus from Endzone - A World Apart will be at your disposal, each with its own advantages and disadvantages. We'll delve further into the topic of vehicles in the upcoming weeks, so be sure to keep an eye out.
Introducing the new Map Generation, you also have the freedom to establish a settlement on another habitable territory as your sphere of influence expands. Load your vehicles with the required resources and a group of settlers to kickstart the building process. Then, venture into the Badlands, cross the river, and begin a new settlement on a distinct plateau. This settlement will possess its own inventory, resources, and workforce.



Habitable Territories and Map Generation


- The sight is truly breathtaking. Mountains never really called my name, but living down there doesn't sit right with me either. It's hard to believe how the landscape changes as you follow the slope – a polluted, swampy, almost lifeless terrain giving way to paradise. Let's hope this plateau offers a better life than what we've known. From what I can tell, there are similar structures around here, and maybe other groups have gone through what we have. Let’s hope there are other settlements that found their way and made it through the Badlands unharmed. -

[h3]What is a Zone?[/h3]
The zones in Endzone 2 constitute the inhabitable area where you can establish your settlements. A zone is defined as being situated on an elevated plateau, accessible from the Badlands via ramps. Zones differ from the rest of the map in that typical buildings like the Forester, the Watertower, or the Lead Caster be constructed. The Badlands, on the other hand, mostly retain the role of hosting expeditions and dangerous encounters. Each zone looks different from one another and may possess lakes, mountains, as well as various resource deposits. It's quite possible that a zone is not self-sustainable and needs to be supplied with basic resources from other sources.
But what determines the shape and composition of a zone? We have developed a dedicated terrain generation system that allows us to easily design and generate new zones. Just as straightforward as it sounds, it is also implemented in practice: We use a proprietary tool to define the boundaries and shape of a zone using color codes.

[h3]How Terrain is created[/h3]
We use red to sketch how our zone should look. With blue, we define where water can be found. Using green, we control the distribution and generation of mountains. Furthermore, we establish the locations of forests and scrap, the types of soil present on the zone, as well as where and how the access to the plateaus, i.e., the ramp, appears.

The whole process looks something like this:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
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Once all the settings have been configured, we save the preset and set our terrain generator, which we've built in World Machine, to run automatically and generate the corresponding data for us. The zone is also automatically updated in our engine and can be further edited. This allows us to dynamically determine whether, where, and how many resource slots, such as those for copper or iron, should be placed, as well as ruin sets that you are already familiar with from Endzone 1. This can include power plants, small individual towns, and much more.

[previewyoutube][/previewyoutube]

The best thing about this workflow and its simplicity, however, is that it is compatible with Modding. We are already planning and developing with the anticipation of possibly enabling every player to access our tools and create their own plateaus to be played in the game.

[h3]Mod Support[/h3]
[h3]Please note, however, that Mod-Support, as communicated multiple times during Endzone 1 already, is very challenging and requires a significant amount of work time. If we do enable support, it will not happen at the start of the Early Access phase![/h3]



Vehicles
I wouldn't dare to traverse the Badlands on foot. Our mechanics truly outdid themselves with the Pathfinder. It now rumbles on the final drops of fuel salvaged from the depths of Endzone, offering us only a fleeting journey. We can only pray that we'll reach that distant Plateau, several kilometers to the north, before the last vestiges of gasoline vanish. The prospect of hauling all our precious cargo across this muddied expanse without a proper vehicle is a grim one, indeed.

[h3]Fulfilling a Long-Awaited Wish[/h3]
In Endzone 2, we are bringing to life a feature that many of you have eagerly requested: vehicles! These vehicles will play a significant role in Endzone 2 right from the start of a new game.

[previewyoutube][/previewyoutube]

[h3]Realistic Vehicle Simulation[/h3]
Let's talk about the simulation of our vehicles. Our aim is to create an authentic look and feel. This involves ensuring that vehicles navigate terrain as realistically as possible, taking smooth turns, and accelerating and decelerating just as you would expect from a vehicle. However, we also understand that the simulation should not hinder gameplay, so we are continuously refining it. There will be some compromises along the way. Here, you can see early tests focused on achieving a satisfying driving experience.

[h3]Controlling Vehicles[/h3]
For the first time in Endzone, vehicles will introduce actively controllable units. You can select one or more vehicles and send them to any location with a simple right-click. However, vehicles are designed to exclusively operate in the Badlands to avoid conflicting with the core gameplay of the Plateaus. After all, driving a fast and agile buggy through muddy, swampy wasteland is much more fun than being stuck in traffic within a settlement, right?

[previewyoutube][/previewyoutube]

[h3]Variety of Vehicle Types[/h3]
In Endzone 2, you'll have access to various vehicle types, each with unique characteristics. Currently, we are testing attributes like speed, inventory capacity, combat strength, and damage points.
For instance, the fast buggy is excellent for exploring new areas but is not well-equipped for defense and can't carry much. In a pinch, it can transport a bit of water or food from one place to another. We are planning additional vehicle types to enrich the gameplay further.

[h3]Vehicle Manufacturing[/h3]
You'll be able to manufacture vehicles in specific production chains within Plateaus. To do this, you'll first need to find the necessary vehicle blueprints, which can be discovered on expeditions, purchased from traders, or obtained through missions.



[h3]How Vehicles Are Useful[/h3]
The most important question of course is: What do I need vehicles for anyways?
A new session in Endzone 2 begins with the familiar bus from Endzone 1, also known as the "Pathfinder". There will be only one Pathfinder in a play session. Right at the beginning, you'll discover one of the most crucial uses of vehicles: transporting settlers and resources to unlock new zones.
An important note: When you load settlers into a vehicle, they consume water and food from its inventory. If none is available, the loaded settlers will die. Nonetheless, you'll need settlers to unlock zones and possibly transport them to those already unlocked. So, be mindful of your actions and routes for the well-being of your settlers. And don’t worry, a vehicle itself can always be controlled, even without settlers in its inventory.

[h3]Creating Trading Routes[/h3]
Since you won't use them for this purpose regularly, you can employ vehicles for various other tasks. You can assign them to trade routes to automatically transport resources between zones, send them to traders to purchase new goods or overcome resource shortages, or send them to interesting locations on the map for expeditions.



Finally, they should also be able to defend against raider vehicles that may attack your trade routes and, potentially, your zones. We are approaching the design of this feature with utmost care, as raiders are expected to be significantly improved over Endzone 1. So everything regarding this feature is subject to change.



Last but not least…
To address a few specific questions:

What about the hot air balloons from Endzone 1?
We haven't forgotten about the fantastic hot air balloons you know from our DLC, Distance Places. Whether they will make an appearance in Endzone 2 is uncertain. We want to keep our options open and introduce them at the right moment for an improved gaming experience.

Can vehicles leave the map?
No, that is not currently planned. Vehicles will move around the Badlands, playing a vital role in the gameplay there.

Do vehicles need to be fueled?
We currently have no plans to introduce such a mechanic, as we believe it could lead to frustration and unnecessary complexity in gameplay





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

The Way Ahead

Survivors!

Thanks to your incredible support, we were able to recently announce Endzone 2! We want to create a true successor with many new features and we are eager to shape the game together with you, our dedicated community! So we love hearing from you and what you would like to see. So, if you find the time, check out our Discord server to share your voice, and get exclusive development insights!

[h2]But wait, there’s more![/h2]

In just a few weeks, we'll be launching an additional Kickstarter campaign for our new title, offering exclusive rewards and helping us to realize several additional features that we have in mind for the game, and also helping us to raise our marketing funds, to grow the community around Endzone 2 even more!

[h2]Fear not![/h2]

While developing and planning the creation of the successor of Endzone - A World Apart, we came across several features that we would love to see in the game but where we could benefit from additional support.

If you're interested in becoming a part of this exciting new chapter of Endzone, you can sign up on Kickstarter here.
When you sign up, you will be automatically notified when the campaign goes live.

We would like to express our heartfelt gratitude to all you Survivors out there. Your unwavering support and dedication have been the driving force behind Endzone, and we couldn't be more grateful. We are excited about what lies ahead and look forward to continuing this incredible journey.

Take care!

[h2]About Endzone 2[/h2]

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

Endzone 2 | Announcement



Survivors,

the time has come to surpass the confining limits of these lands. Our brightest minds have constructed machinery that allows us to break free and venture beyond our borders!

Let there be no doubt – even after centuries, Mother Nature's anger remains unbroken. She is the same untamed beast she was when our ancestors stepped out of the Endzone. Our way will be filled with obstacles, misery, and death. Yet, we are pioneers, born with an unwavering curiosity to expand, rebuild, and thrive. Together, we will rekindle humanity.

Jeremiah Sawchyn, Leader of Expedition 01


Dear Community,

today, we are incredibly excited to officially announce the direct successor of Endzone - A World Apart, called Endzone 2. When the Early Access phase of Endzone ended, we knew that the journey was not over but merely beginning. There were many ideas we had internally, and so many more contributed by you and the awesome feedback you provided that we felt we needed to start fresh. And now we can finally talk openly about what we have in mind for the time to come!

If you would like to know more, head over to our store page where you can also wishlist the game.

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

[h3]Check out the Teaser[/h3]
[previewyoutube][/previewyoutube]

[h3]New Features & Additions[/h3]

Many of you wished to be able to start your settlement at a location of your choosing. It was also something that we wanted to do internally but never found the time to implement. With Endzone 2, you can do just that. Pack your people into your bus, discover a location of your choosing, and start a new settlement.

This brings us to the next big addition: Vehicles. Yes, Endzone 2 will have vehicles. They will be directly controllable and used to discover lootable ruins and new habitable lands. But that's not all. You will also be able to use them to establish automatic trade routes to provide your multiple settlements with much-needed goods or scarce resources.

This leads us to potentially the biggest addition. Multiple settlements. Differently than in Endzone - A World Apart, you will start and manage multiple settlements on different plots of land. These locations feature different sizes and specific or unique resources. These habitable lands are divided by the badlands, treacherous terrain filled with valuable loot and points of interest to uncover.

To make managing multiple settlements feasible and enjoyable, we have introduced a completely new job and path system that is clearer to understand; one that won't result in strange settler paths or unexpected job switching. So basically, no more of this:



[h3]Where to get the latest News...[/h3]

You can check out our Discord server for exclusive bits on the development and the most direct link to share your feedback and discuss with us about what you would love to see in Endzone 2.