1. Endzone 2
  2. News

Endzone 2 News

Hotfix | V 0.8.9074.26661 #4603a04ab

Survivors!

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

  • System: Fixed issue related to in progress data changes.
  • Settlers: Fixed bug related to the distribution of workers.
  • Options: Camera controls are again remappable in the options.
  • Options: Fixed control options not showing correct keys based on the user's keyboard layout.
  • Options: Fixed pause info not updating correctly in ui if mapping changed.
  • Vehicles: Fixed error when transferring resources directly from unit's ui by holding ctrl.


  • Buildings: Improved feedback for zone inventory being full when transferring resources holding ctrl.
  • Buildings: World tasks can no longer be placed as blueprints.
Your Teams from Gentlymad & Assemble | 0.8.9074.26661 #4603a04ab

Hotfix | V 0.8.9068.28726 #d10365ac7

Survivors!

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

  • Tutorial: Turtorial now unlocks Power Pole under any circumstance.
  • Tutorial: Fixed specific missions not triggering, because they wrongfully assumed the tutorial was still ongoing.
  • Expeditions: Fixed unreachable car in one of the warehouse POIs.
  • Sessions: Always unlock all (new) baseline buildings on session load.
  • Settlers: Prevent invalid increase of Workers.
  • Settlers: Prevent negative worker amount.
  • Zones: Fixing inconsistent zones where more people are assigned to buildings than adults.
  • Zones: Fixing building ruins potentially spawning on fields.
  • Minimap: Fixed minimap pings staying active when starting a new session.
  • Audio: Fixed wrong behavior were audio effects would not be stopped properly.


  • UI: Better method for readable percentage strings.
Your Teams from Gentlymad & Assemble | 0.8.9068.28726 #d10365ac7

Hotfix | V 0.8.9067.28954 #dfc1c645c

Survivors!

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

  • Bulidings: Fixed a bug when displaying the production tooltip for buildings that produce or require energy.
  • Buildings: Fixed error when demolishing buildings with unfinished power poles in the vicinity.
  • Buildings: Fixing cells for buildings that require cells for production not being placable in some cases.
  • Buildings: Fixing storage in radius check for several buildings.
  • Buildings: Fixing storage ruin not having correct values.
  • Buildings: Fixed bug with energy creation.
  • Missions: Fixed possible error for random event.
  • Tutorial: Fixed error at the end of the tutorial (bridge event).
  • UI: Fixed error when outputting invalid percentage based values.
  • Savegames: Production buildings now get the correct energy values in older savegames.
Your Teams from Gentlymad & Assemble | 0.8.9067.28954 #dfc1c645c

#2 | Major Update | Electricity & Upcycling đź’ˇ NOW LIVE

Survivors,

it’s time to embrace a new dawn in Endzone 2 with our first major update! This transformative update introduces powerful new technologies to your settlements. Harness the energy of the elements with Wind Turbines, Solar Power Systems, and more as you connect buildings using Power Poles and Relay Stations, igniting a new era of resource management and community growth.

But the journey doesn’t end there! Revitalize the world around you by upcycling valuable ruins, including coal and copper mines, to reclaim essential resources for your survival and jump start your efforts to restore human civilization.

Join us in this electrifying adventure as you power your settlements and define what it means to thrive in Endzone 2! The future is bright—let’s illuminate it together!

Please note: Some voiceovers are still being finalized and will be added in future updates. Thank you for your understanding as we continue improving your experience.

Also, here's a visual-treat for your to enjoy: The Electricity & Upcycling Update Trailer

[previewyoutube][/previewyoutube]


  • Audio: Added new score for zones & badlands.
  • Buildings: Added Steelworks building to create steel.
  • Buildings: Added Coalmine building to produce coal without burning wood.
  • Electricity: Added new resources (Steel, Transformer, Cables).
  • Electricity: Added new building to create electricity resources (Electronics Workshop).
  • Electricity: Added electricity-generating buildings (Wind turbine, Solar power system, Biogas plant).
  • Electricity: Added electricity-storing buildings (Battery).
  • Electricity: Added Power poles to connect eligible buildings to electricity.
  • Electricity: Added Relay station as the central hub for electricity distribution.
  • Electricity: Added new analytics view for monitoring electricity.
  • Electricity: Added lights and emissives to buildings connected to electricity.
  • Electricity: Added new buildings that require electricity to function (Steelworks, Water pump).



  • Expeditions: Added 3 new expeditions (Church, Transformer Station, City Shops).
  • Localizations: Added all-new & full ITALIAN localization.
  • Main Menu: Added a session restart button.
  • Missions: Added several side missions involving upcycleable ruins in zones.
  • Missions: Added events triggered when a zone dies.
  • Missions: Added 2 missions related to electricity.
  • Missions: Added 2 new unlock missions for vehicles and fog of war reveal.
  • Settlers: Settlers now display several individual stats.
  • Settlers: Now playback Voice Overs, if you click on them.
  • Tutorial: Added a new tutorial to explain electricity.
  • Upcycling: Added 8 different types of ruins across zones that can be restored (Coal mine, Copper mine, Iodine mine, Iron mine, Lead mine, Houses, Wind turbine, Warehouse).



  • Audio: Ensured current voiceovers stop before starting new ones to avoid overlapping audio.
  • Buildings: Fixed (de)activation button and RPM display for non-worker buildings.
  • Buildings: Fixed houses no longer being filled with children first.
  • Buildings: Fixed missing windows for the graveyard.
  • Camera: Fixed camera positioning for loaded savegames.
  • Environment: Fixed several shading errors for environment assets.
  • Expeditions: Fixed error when attaching wheels to the bus in the respective POI.
  • Expeditions: Fixed issue with Brewery POI.
  • Expeditions: Fixed inventory not updating correctly.
  • Expeditions: Fixed several bugs in greenhouses.
  • Expeditions: Fixed wrong dialogs in Apartment Building POI.
  • Expeditions: Fixed error with Bridge POI where a settler could glitch through non-walkable areas.
  • Expeditions: Prevented several POIs from being unreachable if a vehicle was parked too close.
  • Expeditions: Fixed UI-related errors during expeditions.
  • Expeditions: Fixed several wrong localization keys.
  • Map generation: Fixed a rare error that could occur during map generation.
  • Minimap: Fixed pings not disappearing for the entire game session.
  • Minimap: Fixed toggling through resource slots via the minimap.
  • Notifications: Fixed error when clicking on corpse notifications.
  • Session: Removed duplicate entry in session creation options.
  • Statistics: Properly reset analytics UI color.
  • System: Fixed several memory leaks.
  • System: Fixed color decoding to full 0-255 range.
  • UI: Fixed several localization issues.
  • Zone: Fixed resource slots not appearing when discovering a zone.


  • Badlands: The scrapyard now produces more scrap.
  • Buildings: Changed building category order.
  • Buildings: Hospital and Pharmacy can now be unlocked earlier.
  • Buildings: Buildings now display the distribution of settlers and where settlers live.
  • Buildings: Several balancing changes.
  • Buildings: Drought influenced buildings are no longer influenced by sandstorms.
  • Buildings: Tooltips for production buildings now display the resource per minute value for each produced resource.
  • Expeditions: Added a lot of electricity-specific loot (transformers & cables) to existing POIs.
  • Expeditions: Leaving an expedition at 100% now moves all uncollected items to the POI's inventory.
  • Main Menu: Added demo sound effects for different audio volumes in the options menu.
  • Main Menu: Toggle items can now be toggled by clicking on the background.
  • Map Generation: Coal slots can now spawn in sector 1.
  • Map Generation: Several changes to map layouts.
  • Minimap: Zone colors have been tweaked, so they can be recognized more easily on the minimap.
  • Missions: Storage missions now require at least 5 houses in a zone to trigger.
  • Notifications: Improved trigger conditions for hungry and thirsty settler notifications.
  • Notifications: Notifications are now visualized with a settler count underneath.
  • Notifications: Implemented settler count notification for homeless settlers.
  • System: Changed the loading bar when creating/loading sessions to show different states and percentage-based progress.
  • System: Moved auto-saving info to the center of the screen.
  • System: Reduced boot-up loading times.
  • System: Reduced session loading times.
  • System: Updated loading screen with new screenshots.
  • UI: Placing the Town Center now automatically places roads around it.


Your Teams from Gentlymad & Assemble | 0.8.9064.29449 #ef353c15d



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

[Sneak Peek] Major Update | Electricity & Upcycling đź’ˇ

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]