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Hotfix | Hotfix #30 | V 0.8.9307.25882 #c6de2284a

Survivors! today we release a small hotfix consisting of bugfixes and stability improvements.
  • MainMenu: Added credits and feedback button.
  • Transportation Routes: Fixing an error that potentially occurred when vehicles on transportation routes were trying to find their next access point to drive to.
  • Rendering: Stability fix for an error that occurred when trying to render entities with invalid animation id.
  • Expeditions: Fixed progress of expeditions sometimes being wrong after loading a save game. This happened with the wind generator and other expeditions.
Your Teams from Gentlymad & Assemble | 0.8.9307.25882 #c6de2284a

Behind-the-scenes of Expeditions in Endzone 2 - Part 2

[h3]Survivors![/h3]
As promised, we are back for Part 2 😎

Today, we are diving deeper into the technical and visual challenges behind the game’s expedition system.

Let's jump straight into it!

Underground Expeditions:
Welcome to the Endzone!


One of the most ambitious changes? The new underground expeditions, including the Endzone bunker system, a name-giving location in the world’s lore.
These levels posed unique technical challenges.
“The systems are optimized for the above-ground world. Underground, we had to create an illusion, and spawn another world and hide it from view,” one developer explained.

It would definitely break the immersion if as a player, you noticed you were actually floating 1,000 meters up in the air, above the map..!




[h2]Lighting and textures[/h2]

The illusion of being underground relied heavily on visual trickery and precise technical work.

Lighting, for example, had to be reworked entirely to fit these new locations.
When designing those expeditions, one unexpected challenge popped up: the sun.
You’d think in a bunker 1,000 meters below the surface, the sun wouldn’t be much of a problem… but as you now know, the bunker isn’t actually below the ground, and the sun is deeply baked into Endzone 2’s rendering system.

So, since removing it wasn’t exactly the best option, the devs decided instead to freeze it at a certain position and tint it a cold, unnatural gray-purple, and put it 90 degrees on top at its perfect zenith to avoid any shadows that would look weird underground!

But then, what happens to areas the player can’t reach or see? What should the walls of the world and the areas around the underground buildings themselves look like?
Well, you guessed it, here again the team had to experiment with textures, starting with inspiration from Fallout 2: raw earth textures that worked well for low-res pixel art.
But in Endzone 2, they didn’t hold up. Eventually, the devs landed on a solution: perfectly black textures extracted from the very few perfectly black pixels available, and enhanced with carefully placed lighting. The goal? Darkness that felt real, not shiny, flat, or fake.


[h2]Pathfinding[/h2]

But visuals weren’t the only challenge.
The pathfinding system wasn’t exactly *thrilled* about verticality. The higher you went in the scene — and remember, these underground expeditions are technically floating far above the normal world — the more unstable and slow pathfinding became.



It added heavy strain on performance, especially compared to rendering, which handled the complex environments surprisingly well.


[h2]Modular design for a seamless flow![/h2]

These underground zones also rely on a layered level-loading system.

When you change levels in an underground building for example, the game unloads all other layers and then adds back the relevant ones based on your tracked position, starting from the bottom, and stopping at the level where you, as a player, are at this point in time.

This means the game is constantly checking where you are and only loading what’s relevant, which keeps performance smooth; even in a multi-level underground facility.

Another good example of the challenges verticality brought is the elevator shaft. It is very deep and not easy to navigate.
To improve the experience, the team tied the camera to the explorer on the vertical axis to have a smooth transition while going up and down, and worked hard to bring an immersive experience and manage light sources so they wouldn’t float or behave unnaturally when those walls disappear from view.



Lighting, here again, was a tricky one. Since the game engine automatically hides the back sides of walls, any light that was placed on them would just… hover in mid-air. So instead, the team had to anchor lights to structural elements like pillars, to keep everything grounded.


[h2]Wanna see a teleportation trick?[/h2]

One of the coolest technical tricks? You can walk in and out of the underground bunker with no loading screen, no button press — nothing.

How, you might ask?
Well, there’s a teleportation trigger placed at just the right spot at the elevator’s entrance/exit. The moment you walk into it, the game teleports you from the floating expedition level back to the surface base, and vice versa, all without breaking immersion.

This is the only place in the game where the player is teleported without any direct interaction.

“We had to be extra careful,” the devs noted.
“If you mess it up and the teleport loops, you could end up in a bugged-out limbo of infinite warping… and crash everything.”

So yeah… no pressure.



TLDR; a *LOT* of experimentation and work went into building and getting the “underground feeling” right. The team had to work around these issues while preserving that feeling of seamless descent into a tense, unknown place. A lot of tricks were pulled to keep everything stable, immersive, and believable!

We hope this peek behind the curtain shows just how much care went into crafting these expeditions.

See you ithere, Survivors!

Behind-the-scenes of Expeditions in Endzone 2 - Part 1

Hello and good day Survivors!

You’ve noticed it: expeditions are back! And they have evolved.
In Endzone 2, expeditions are no longer isolated text-based events; they’re immersive, dynamic, and tied deeply into the world you explore. We sat down with the developers to share how this beloved feature has grown, what changed behind the scenes, and how your feedback is helping to shape what comes next!


[h2]From walls of text to fully interactive expeditions[/h2]

In Endzone: A World Apart, expeditions were mostly about picking your specialists, gathering resources, and waiting to see what happened. And sometimes you had to wait… a lot! So essentially, expeditions were impactful, but not very interactive.

BEFORE // Here’s a little trip down memory lane: one of those classic Endzone 1 expeditions in all its text-heavy glory…



In Endzone 2, expeditions are part of the gameplay loop, they are properly integrated into it. You stumble upon locations rather than initiating a big, separate mission. The experience is seamless, immersive, and engaging, with mouse interaction, puzzles, and voiceovers adding depth to every expedition. More *actual gameplay*, less walls of text.

AFTER // Look at this beaut'!




[h2]How Expeditions changed under the hood[/h2]

Reworking expeditions wasn’t just about adding polish, it also meant creating, rebuilding or improving core systems:
  • Lots of interactables! Which now all need a name and a component to function. Everything you click and interact with has been carefully developed and integrated.
  • Inventory systems evolved! You can now bring items between locations and even prepare your own gear, like ladders, based on what you’ll need ahead.
  • Cameras adapt to complex environments, like underground buildings and elevator shafts.
  • Lighting, textures and shadows are hand-tuned to create the right atmosphere, especially underground.
  • Pathfinding for expeditions is a real challenge, and we’ve been actively working on improving it and making it smoother.
  • NPC interaction is also one of the most recent additions to expeditions. You’ll meet survivors you can talk to and interact with, and developers are interested in possibly expanding it.

And just to give you an idea…this right here?
This is just a glimpse of the massive spaghetti tower of logic holding the expedition system together.
Please send snacks to the devs! 🍕🍦🍩




[h2]Packing for the trip: a new Expedition inventory[/h2]

One of the biggest overhauls from Endzone 1 to Endzone 2? The Expedition inventory system.

Originally, every expedition had its own isolated inventory. The items you found or needed were specific to that one expedition, which made sense, but also limited flexibility. Now, that’s changed entirely!

Expeditions in Endzone 2 use a shared resource-based system, where items come with different background colors to indicate their type, and most importantly: you can take them with you from one location to the next.

This means you might need to bring your own ladder, your own tools, or the right supplies! Because what you bring (or forget) directly affects what you can explore or unlock. You can also choose different vehicles, each with varying cargo slots, which opens up a whole layer of strategic prep before you even leave your settlement.

> Want to take more gear? Bring the van.
> Want to travel light and explore? Pack smart and take the buggy.




This shift has opened the door for more complex, layered expeditions, and the team already has extra items tucked in their back pocket, waiting to add even more realism and richness to your next outing.


[h2]Help us shape the future of Expeditions![/h2]

The future of Expeditions, like much of Endzone 2, is also shaped by you. And our devs are *very* interested in hearing your thoughts on the forums, Discord, or here in the comments.

So here are a few questions from our very own devs, to *YOU*, Survivor:
  • We heard some of you ask for "more complex expeditions", for example, what would that mean to you?
  • Would you like to see harder puzzles, or puzzles that are more creative, or spread out, encouraging deeper exploration?
  • Would you like expeditions to feature bigger areas, more layered interactions, or simply more things to do?
  • What kind of atmosphere are you looking for or expecting from expeditions?
  • Should they feel eerie, tense, dangerous? Would you like negative consequences if you make a wrong choice?
  • The team is also very curious about your personal highlights:
  • What are your top 3 favorite moments in an expedition so far?
  • What do you look forward to experiencing again when heading out on an expedition?
  • Every bit of feedback helps the team a ton, so we can work on building better expeditions that capture the right feeling in this post-apocalyptic world.

Answer here in the comments, in our Steam forums on in our Discord right here!

Up next in Part 2...


Underground expeditions, how we worked on lighting & pathfinding, teleportation tricks, modular systems, and more!


Part 2 will dive deeper into the technical and visual challenges behind the game’s expedition system!

Part 2 coming soon.

Hotfix | Hotfix #29 | V 0.8.9281.29058 #224a7502f

Survivors!

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

  • Building Damage: Potential fix for huge repair costs leaking into the zone inventory.


  • Tutorial: Changed map seed for a better experience.
Your Teams from Gentlymad & Assemble | 0.8.9281.29058 #224a7502f

#9 Regular Update | Improvements, Bugfixes & More

Survivors,

This update delivers different quality-of-life improvements and long-requested UI upgrades to make your time in Endzone 2 smoother than ever. One highlight is the "transfer all" button for looting ruins that has finally made it into the game.

We’ve also made a key change to controls: the number keys (1–0) are now dedicated to assigning and selecting vehicle groups, giving you quicker access to your fleet. Game speed controls have been moved to new shortcuts to accommodate this change.

As always, we’ve tackled a range of bugs and stability issues across the board—from UI glitches to rare savegame problems—ensuring a more polished and reliable experience.

Thanks for all your feedback—keep it coming!

  • Sounds: Added new sounds to different buildings
  • UI: Fixed different layout issues in the inspector of buildings.
  • UI: Settlers in vehicles notification is now also displayed in the HUD.
  • UI: Analytics view for production now also displays buildings that spawn entities in the world.
  • UI: Arrow buttons in the town center inspector header can now be used to switch through town centers of all player settlements.
  • UI: Implemented transfer all buttons when transferring resources between zones/ruins/expedtions and vehicles.
  • Vehicles: A group of vehicles can now be assigned to a shortcut by pressing control + any numeric key on the keyboard.
  • Vehicles: A group of vehicles can now be selected via shortcut (any numeric key that has a group assigned). First press selects the group, second focusses the first vehicle of the group with the camera.
  • Transportation Routes: Added ui feedback (flyup over vehicle) for vehicles that can't load a certain resource while on a transportation route as the respective slot is blocked by another resource.


  • UI: Fixed highlighting color for surrounding buildings not updating correctly when switching between buildings.
  • UI: Fixed scroll view of transportation routes sometimes not showing all entries.
  • UI: Fixed some world UIs not being displayed while radiation heatmap is active.
  • UI: Radiation output in settler inspector now uses correct values.
  • UI: Fixed overlapping icons of nearby power poles for houses.
  • UI: Removed obsolete disease feedback from ui.
  • UI: Values of electricity analytics view no longer flicker with each production cycle.
  • Transportation Routes: Pausing or unpausing transportation routes via the toggle in the transportation route overview now immediately updates transportation route rpm.
  • Construction Sites: Potential fix for an error that occurred when displaying paths for builders on selected construction sites.
  • Construction Sites: Building inspector no longer shows repair tab for damaged buildings if they are currently being dismantled.
  • Construction Sites: Potential fix for an error that occurred when switching through build/repair-modes in town center.
  • Expeditions: Fixed 92% bug in brewery.


  • UI: If a building has more positive than negative buffs on surrounding buildings all surrounding buildings are now highlighted in turquoise instead of red.
  • UI: Improved feedback for missing workforce in profession overview.
  • UI: World uis for upcycling ruins are now hidden once in construction to avoid overlap with other world uis.
  • UI: Added tooltip to progress ui of decontaminator that shows the soil radiation removed per minute.
  • Controls: Reworked game speed controls (increase/decrease instead of direct speed controls).
  • Events: "Shelter" event now counts all houses (except shelters).
  • Transportation Routes: Improved transportation route access point pick behaviour.
Your Teams from Gentlymad & Assemble | 0.8.9279.22684 #3d569b4d2



[h3]We’d love to have you join us on Discord! It’s the perfect place to share your feedback, connect with other players, and engage in discussions with our team.

Discord is our primary platform, and your input would be incredibly valuable. Don’t hesitate—come say hello! 😊[/h3]