1. Endzone 2
  2. News

Endzone 2 News

Dev Q&A—You asked, we answered! [Part 2]

[h3]Hello, Survivors from all horizons![/h3]

We're back with Part 2 of our Q&A, where we continue answering your questions about Endzone 2.
Last week, we covered six questions—this time, we're tackling the last five, sent by you on Discord and Steam.

We will have quite a lot of screenshots to show you in the first answer about the Visual Design Process, we thus uploaded them to Imgur here and they are also individually linked below so you can go and check them in their full size without encumbering this blogpost :)



Let's jump straight into it!



[Visual Design Process]
[h3]Q1: Which parts of the process did you find most enjoyable and challenging while bringing these environments to life?[/h3]
  • For example, things like creating textures for the landscape or modeling certain buildings come to mind, but I’d love to hear which parts stood out to you the most in terms of enjoyment and challenges.
From: ShadZ
_

A: The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:

Ideation phase (1) Ideation phase (2) Ideation phase (3)

The most promising outcomes of this phase are formalized in the Style Guide or Art Bible. The Style Guide captures the project's overall visual essence and design direction. Influenced by game design and the team's creative vision, it serves as both a starting point and a reference for internal team members as well as external stakeholders, including publishers and contractors. E.g.:

Style Guide / Art Bible examples (1) Style Guide / Art Bible examples (2) Style Guide / Art Bible examples (3) Style Guide / Art Bible examples (4) Style Guide / Art Bible examples (5) Style Guide / Art Bible examples (6)

In addition to the Style Guide, we maintained a Building Design Breakdown in our project wiki. This resource provided a structured and analytical approach to building design, with practical guidelines focusing on key elements such as footprint, form, color, and materials. It aimed to support artists throughout multiple stages of development.

Building Design Breakdown (1) Building Design Breakdown (2) Building Design Breakdown (3) Building Design Breakdown (4) Building Design Breakdown (5)

One of the primary challenges during the art and design process was balancing creative goals with economic and technical constraints. Economic factors such as time, budget, team size, and skill level played a critical role, alongside technical considerations related to the chosen engine, tools, and development framework.
Personally, the early concepting stage was the most exciting part of the project. It allowed us the freedom to explore design ideas and visual themes without limitations.
I’m incredibly proud of the art team and what we achieved in a short time frame. The sheer amount of creative content that made it into the final game, although it is not perfect, is a testament to their talent and dedication.



[Revisiting History?]
[h3]Q2: A lot of the buildings and even processes actually create a bad footprint similar to that which destroyed the place - how can this game be played so that I don't have to have ugly power stations and destructive mining.[/h3]
From: LaurieBrooker
_

A: Endzone 2 offers various options that depend on the style of play.

On the one hand, the new mechanic of being able to create multiple settlements comes into play here. If a player wants to build a settlement in harmony with nature, he can relocate industrial buildings to other zones and deliver their resources via transport routes.

If every settlement is to be built as nature-friendly as possible, you can try to find and produce as many of the resources whose production would harm the environment as possible in Badlands or buy them from traders.

In addition to some industrial buildings, settlements in Endzone 2 are already designed with sustainability in mind. For example, we have deliberately avoided using coal or gas power plants to generate electricity because we believe that humanity would not make this mistake again.

Screenshot here!




[Inspirations]
[h3]Q3: What are you main inspirations for your work? Where do you go to get ideas for your setting and where do you look to in game design?[/h3]From: Winona
_

A: The world of Endzone has always been influenced by common post-apocalypse series and games. However, we have always emphasized a more realistic approach that incorporates current issues such as climate change rather than going down the Mad Max road. 🙂 So while series such as Chernobyl were a model for the atmosphere in a nuclear catastrophe, we also drew on daily knowledge and discussions about climate change. In particular, documentary thought experiments on how to survive in a world shaken by climate change were very insightful. You can learn a lot about this on YouTube...

When it comes to game design, we naturally take our own ideas in the first place. But we had to lie if we didn't keep an eye on current city builders, both genre giants and indie developers alike. Play a lot, learn a lot. In the end, however, we always try to add our own touch to the game design.




[Modding]
[h3]Q4: Do you have a checklist for stuff you want to include in modding?[/h3]
  • Are you going to provide us with tools and what not or a series of guides?
From: Bum
_

A: Currently, we are planning a soft launch of our modding capabilities. So first we want to ship the basic infrastructure, giving the option to mod minor things (icons, loca, etc.). If this goes well and we could gather some feedback about the process we want to keep extending it (allowing you to add new buildings e.g.). Along with every release we also want to ship guides on how to actually do modding.




[h3]Q5: Is there a time frame on your calendar where you will drop back and fix some of the problems that a user/player with an OLDer GPU (ie 4 years) card may be unable to start the game at all?[/h3]
From: oldman_dr
_

A: Thank you for contributing your question. We recently switched to DirectX 11 being our default rendering technique to better the situation and we are also working on more improvements in an upcoming release. This won't help out with all graphics cards however, since we do require certain feature levels to make the game work, since some of the game logic runs on GPU instructions. So iGPUs and GPUs under feature Level 12_0 (DirectX 11.3) still won't be able to run the game.

Sadly, hardware manufacturers didn't make it easy to get clear intel on what hardware is installed and what the capabilities are, as you can see it in this table, everything is quite fragmented and not easily distinguishable (https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D)


This was the latest hotfix regarding DirectX 11: https://store.steampowered.com/news/app/2144640/view/512947503265480794

Dev Q&A—You asked, we answered! [Part 1]

[h3]Good day Survivors![/h3]

We gathered your questions about Endzone 2 from Discord and Steam in the context of this Q&A, and now it's time to share the answers.

Today, we’re diving into Part 1 of our Q&A, with Part 2 coming next Thursday.
In this Part 1, we will be answering 6 questions, while Part 2 will contain 5.



No more waiting—let’s get straight to the answers!



[h3]Q1: The Elephant in the Room: Appeasing the Mixed Reviewers?[/h3]
  • What are some of the ideas the devs are all considering to appease or at a minimum, regain player interest enough to offset the mixed reviews that results in new positive ones?
From: c0mad0r
_

A: Of course, we noticed the mixed reviews and gave it a lot of thought. First and foremost, we initially have disappointed many EZ1 veterans with our new approach, that cannot be dismissed.

So since our first playtest, we have tried to get closer to EZ1 again. For example, we have worked significantly on the diversity of our settler simulation and have incorporated various ideas from our players based on their feedback to close the gap between EZ1 and EZ2. The latter includes, for example, visual improvements to our buildings as well as removing new mechanics that didn't make any sense, like our settlement branches.

We also plan to bring back familiar mechanics that will be reminiscent of EZ1, but will also be reinterpreted within the capabilities of EZ2. This includes, for example, the topic of radiation, which we want to revise in Early Access.

At the core, however, we are trying to stay true to our original vision and hope that with the pending updates we can convince our players at last! 🙂



[h3]Q2: If everything goes according to plan, what would you like to introduce in Endzone 2 until the end of 2025?[/h3]
From: StarlordDrax
_

A: What we have communicated so far is an Early Access period of 1 year. This means that we plan to leave Early Access in mid-2025.

Until then we will release the Education/Bulletin Board Update, as well as 2 other major updates. One of the last two major updates will probably deal with a revision of the radiation system as well as further challenges and the other will probably bring raiders back into the game. Still, these two updates are always subject to change!

In between, we will continue with our regular updates, which are intended to further improve the game, especially in terms of usability and stability. What comes after we leave Early Access depends heavily on the success of the full release and the feedback from our players. 😌



[h3]Q3: How far ahead are the content updates planned into the Roadmaps?[/h3]
  • Do you have the pair of patches (fixes+content) all planned out for the whole of Early Access? Or is it fluid depending on what bubbles up from majority sentiment?
  • If there are major pain points or wishlisted features that players bring up, is that woven into the roadmap or things are gonna get reshuffled?
From: ellacharmed
_

A: Of course, we have our own vision of where the journey should go, not least because of the predecessor Endzone - A world apart.
However, we constantly try to compare our ideas with player feedback and are happy to respond to new opportunities that arise as a result. Fortunately, the feedback often coincides with our own vision. Another reason for our flexible approach to player feedback is that Endzone 2 is fundamentally different from its predecessor. Early Access is therefore also an important tool for understanding whether we are on the right path. And as we all know this has already paid off... 🙂



[h3]Q4: What development strategy will you choose for the game after its release?[/h3]
  • Will you work on Endzone 2 for many years, constantly releasing various patches and DLCs, or will you develop Endzone 3?
From: }{руm
_

A: We are currently focusing entirely on the Early Access.
What will happen after depends heavily on the success of the full release, but of course we would like to continue developing Endzone 2 for as long as possible.
Looking at the current numbers, we are behind our expectations, but we are doing our best to make the game a success.



[h3]Q5: In Endzone1 there was a DLC - Distant Places that was released. [...]
Are you planning to introduce something similar in order to unlock unique buildings and recipes along with lore and lovely NPCs... and maybe crazy dangerous missions in more distant lands??[/h3]
  • My other question is: What about other people that were saved (Endzone1)?? Are we going to meet other Factions?? Will Raiders come back to wreak havoc on us?
From: BloodFire
_

A: We naturally draw on many ideas from Endzone 1 and its DLCs. Prosperity, in particular, was something we had in mind for Endzone 2 right from the start. The progress towards cement, glass and a technological advanced civilization in general can already be found in Endzone 2. However, we can't pursue all ideas from EZ1. Narrative areas outside of the usual map, such as in Distant Places, are not yet part of our plans, even though we loved the stories. Maybe we'll find other ways to tell exciting stories in the future.

Regarding raiders, we are very keen to bring them back to Endzone 2 during Early Access. Besides traders, which already exist in the game, these are the only two types of factions we currently have planned.



[h3]Q6: Name a couple of ideas that you would really like to implement, but there is no way to add them to the game.[/h3]
From: }{руm

When it comes to what we want but will never be able to build in, that's a difficult question...

In Endzone 2 there will probably never be a first person mode in which you can move through your settlements. Grid-less construction will also not be possible in the foreseeable future.

But you have to keep some of your ambitions open for future projects anyway... 😉

Hotfix | V 0.8.9167.18093 #33d46116b

Survivors!

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

  • Map: Fixed a bug that could potentially cause the map generation to fail.
Your Teams from Gentlymad & Assemble | 0.8.9167.18093 #33d46116b

Hotfix | V 0.8.9162.23499 #1475a347b

Survivors!

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

  • Research: Potential hotfix for errors from research view.
  • Trade Routes: Fix for errors when upgrading trade route data in savegames
Your Teams from Gentlymad & Assemble | 0.8.9162.23499 #1475a347b

#5 Regular Update | Improvements, Bugfixes & More

Survivors!

Today, we released a Regular Update packed with new features, quality-of-life improvements, and a large number of fixes.

This update introduces new trading mechanics, enhanced electricity management, and UI refinements to improve your gameplay experience. Traders missions can be completed directly in the trading post UI now, and resource flow calculations have been improved. Electricity management sees major upgrades, including power poles that can now be built on streets and better visualization of the energy network. The camera system has been refined, with zooming via keyboard and smoother fixed-camera movements.

We’ve also addressed a variety of bugs across expeditions, buildings, vehicles, and UI elements, improving overall stability. Tweaks to settler behaviors, trade routes, and statistics ensure a smoother and more intuitive gameplay experience.

  • Camera: Added subtle mouse-position-based camera movement for all fixed camera positions (e.g., main menu, trading posts, and expeditions).
  • Camera: The camera can now be zoomed using the keyboard.
  • Electricity: Power poles can now be built on streets.
  • Traders: Resource per minute calculations now correctly account for goods transferred via trade routes.
  • Traders: Trader missions can now be completed directly in the trading post UI.


  • Buildings: Fixed several issues with the grid shader.
  • Buildings: Fixed stuck vehicle workshop.
  • Camera: Tooltips are no longer hidden when moving or rotating the camera with keyboard input.
  • Electricity: Paused buildings are now correctly reflected in the electricity analytics view.
  • Expeditions: All expeditions are now correctly sorted by sector in the expedition overview.
  • Expeditions: Fixed expedition interaction dialog.
  • Expeditions: Fixed glitchy floor blending in the sand mine.
  • Expeditions: Fixed missing material in the military base POI.
  • Expeditions: Fixed missing undersite meshes in the main menu endzone scene.
  • Expeditions: Fixed number riddle code 7599 not being readable in all cases (adjusted font and number positioning).
  • Expeditions: Fixed road and vegetation being incorrectly highlighted in the starting endzone.
  • Expeditions: Fixed an issue where the explorer could glitch through lootable boxes in the scrapyard.
  • Expeditions: Fixed an issue where the explorer could glitch through the wheels of a buggy in the endzone POI.
  • Expeditions: Fixed a seemingly unlooted barrel in the Wind Generator expedition.
  • Expeditions: Fixed the 88% bug in the modern house expedition.
  • Expeditions: Fixed trading posts incorrectly counting toward overall sector progress in the expedition overview.
  • Expeditions: Fixed the sorting of expeditions in the overview to reflect the correct sector order.
  • Input: Fixed a rare error that could occur when deselecting objects.
  • Input: The current selection is now correctly cleared when starting to build roads.
  • Intro: The intro cinematic can now be skipped using any key.
  • Minimap: Fixed tooltip for resource deposits in the zone info above the minimap.
  • Research: Fixed broken text layout in the research view when displaying long research names.
  • Savegames: Fixed an issue where Rain, Drought, and other catastrophes would not trigger correctly.
  • Tutorial: Fixed floating UIs above vehicles not updating during the tutorial when expeditions are unlocked and a vehicle is already near an expedition site.
  • Tutorial: The radiation warning message now triggers at the correct time during the tutorial.
  • UI: Improved rendering performance in the main menu.
  • Upcycling: Fixed an issue where the upcycling ruin UI was still displayed while the ruin was being upcycled, leading to an error when clicking on it.
  • Upcycling: Upcycling ruins no longer count as resource deposits in the zone info above the minimap.
  • Vehicles: Fixed and improved action button logic for vehicles to ensure more consistent button display.
  • Vehicles: Fixed an issue where the loot button above vehicles at ruins did not disappear after fully looting the ruin.
  • Traders: Resource per minute calculations now correctly account for goods transferred via trade routes.


  • Buildings: Added more sub-tooltips to values in building tooltips.
  • Buildings: Bathhouse now requires water to function.
  • Buildings: Building tooltip now displays the maximum number of assignable workers.
  • Buildings: Tooltip for production mode selection now displays resources per minute instead of total yield.
  • Buildings: Vehicles on trade routes no longer take a direct beeline when checking for the best landing stage.
  • Camera: Tweaked camera movement and rotation speeds for keyboard input to match the responsiveness of mouse input.
  • Electricity: Added "Configure Network" button to the connector building inspector.
  • Electricity: Added a tooltip to better explain the "Send Amount" field in the energy network overview.
  • Electricity: Reworked the energy transfer logic in the energy network overview. 100% now represents the total maximum energy production per minute, dynamically adjusting the send amount based on available production rather than a fixed cap.
  • Expeditions: Bridge and sector progress bars in the expedition overview now better reflect their respective colors.
  • Expeditions: Improved feedback when finishing an expedition.
  • Expeditions: Number riddles can now be closed using the ESC key.
  • Expeditions: Removed the X button from the expedition-ending dialog and replaced it with a "Continue Expedition" button.
  • Expeditions: Resources can now be destroyed on the ruin side when transferring between vehicles and ruins.
  • Missions: Rewards and other consequences of an event are no longer displayed in the outro if the event is completed immediately after accepting it.
  • Missions: Seed Unlock Missions now base their goals on actual production output.
  • Settlers: Improved handling of different scenarios when displaying the current activity in the settler inspector.
  • Statistics: Graph dots in the statistics view now have labels displaying their values.
  • Trade Routes: Resource limits for settlements, previously only configurable at landing stages, can now also be set directly in the trade route editor.
  • Traders: Inspector of trading posts now also displays the trader’s trust level.
  • Traders: Several layout adjustments in the trade UI.
  • Traders: Tooltips in the trade view no longer obscure the trade worth progress bar.
  • Traders: Traders now inform players when they have no available mission and will notify them when one becomes available.
  • UI: Changed the displayed label for the game over state.
  • UI: Slightly increased the width of the news output in the main menu.
  • UI: Updated the "Access Points" help text image.
  • UI: World overview (previously zone overview) now also includes all discovered traders.
  • UI: Zone inventories now only display items that are actually stored there.
  • Vehicles: Improved performance when moving multiple selected vehicles to a new position.
  • Vehicles: Interaction buttons in the vehicle inspector are now always visible to prevent UI jumping when the selected vehicle is moving.
Your Teams from Gentlymad & Assemble | 0.8.9161.21961 #03f880f99



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

[h2]A hub for all things Endzone: Discord & Community News 🌱[/h2]

If you’re looking to stay updated and connect with other survivors, our Discord is the place to be!
We have dedicated channels and roles designed to provide you with exactly the information you're looking for, whether it is patch notes, dev blogs, or community life updates.

You can take a second to join the Discord right here and tailor your experience to your needs and preferences!

Keeping track of everything happening in a game community can be a challenge, so we’ve specifically created a Community News channel on Discord. Here, you’ll find updates on new community activities, fresh discussion topics, polls, weekly questions, milestone celebrations, and improvements to our Discord & community!

We've also added a dedicated Streams and Media channel to showcase all the content you’re creating around Endzone. Whether it’s streams, videos, screenshots, or anything else creative, this is the place to share your work with other survivors and get noticed!
You might even have your content featured on our social media!

We can't wait to see you with us in the Endzone!