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Endzone 2 News

#2 | Major Update | Electricity & Upcycling 💡 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 💡

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]