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Endzone 2 News

[Sneak Peek] Major Update | Dangers & Progression Pt.2☢️⚠️

Hey Survivors!

Surviving the dangers of the wasteland is one thing. But what comes after survival? What keeps you going when your people are thriving, your cities are growing, and the sandstorms finally pass?

In today’s sneak peek, we’ll take a closer look at the "Progression" half of our upcoming Dangers & Progression update — giving you new ways to shape your journey, define your victories, and push your settlements to the next level.

Let’s take a look...



Whether you're aiming to grow a vast population, endure the harsh seasons, or build a thriving network of settlements—our new progression system gives your survival journey purpose, challenge, and a clear path to victory (or glorious defeat).

[h3]Spotlight: Game Goals – A New Way to Play[/h3]

Every new game now begins with a choice: Do you play just for fun or do you pursue a greater purpose?



You can now select one of three Game Goals to define your play session:

  • Population Boom – Reach a total of 1000 adult settlers
  • Long-Term Survival – Endure 200 seasons
  • Expansionist – Create a total of 9 settlements

Completing a goal earns you a shiny new achievement and the opportunity to conclude the session. But don’t worry — you can always keep playing if your story isn’t finished yet.



[h3]Spotlight: New Buildings – Function Meets Flavor[/h3]

To complement the new progression system, we’re introducing exciting new buildings to Endzone 2:

🏠 Shelter – A compact housing solution for lots of adults, but no children. Ideal for dense late-game settlements.






☢️ Decontaminator – Clears ground radiation in a moveable working area using up protective clothing. Essential for securing clean construction zones and protecting your settlers long-term.



🍺 Brewery & Pub – Grow hops, brew beer, and serve it in bars. Increases confidence for nearby housing, at the cost of a little health.







🌿 Coffee Shop – Cultivate weed, roll it into joints, and boost your settlers’ confidence. Just like the bar, it comes with a minor health penalty. Your people may be glowing with joy — but maybe also a little too chill.






📡 Beacon – Once your session goal is completed, you’ll unlock the ability to build the beacon. Construct it, and your people may leave this forsaken place for good… or stay behind to write a new future.







[h3]Spotlight: Monumental Progress[/h3]

We’ve also added 3 new late-game side missions with unique, challenging objectives. Completing them will reward you with special Monument Buildings:

  • Each monument boosts a specific stat for the settlement it’s placed in.
  • But choose wisely; each one can only be built once!

These monuments not only give powerful bonuses but also stand as lasting reminders of your leadership and your people’s resilience.





We hope you enjoyed this glimpse into the progression systems coming with the next major update. With new ways to win, build, and guide your people, this is one of our most exciting additions yet.

Thank you for all your support, feedback, and thoughts across every channel — we read everything, and your input helps shape the World of Endzone into something truly special.

Until next time, stay safe and don’t forget: every monument begins with a single settler. 🏗️ 💚

Your Teams from Gentlymad & Assemble



[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]

[Sneak Peek] Major Update | Dangers & Progression Pt.1☢️⚠️

Hey survivors!

Hope your settlements are holding strong—because in our next major update, Dangers & Progression, we’re dialing things up a notch! While there’s plenty to talk about (yes, custom victory goals are coming!), today we want to give you a first glimpse at something that’s been simmering beneath the surface: the overhaul of environmental dangers.

Let’s take a look at what’s coming soon...



From reworked radiation zones to deadlier sandstorms and disease outbreaks that’ll really put your survival strategies to the test, the wasteland is becoming even more unforgiving—and we couldn’t be more excited.

[h3]Spotlight: Radiation Rework – A Deeper Threat Beneath Your Feet[/h3]

Radiation is no longer just a simple value tied to each zone. Instead, it now directly affects the ground itself. Contaminated rain will irradiate the soil, while clean rain helps decontaminate it over time.

A brand-new overlay lets you view ground radiation levels, adding a strategic layer to building placement. Constructing buildings on contaminated ground will raise your settlement’s overall radiation level—exposing your settlers to danger unless they’re equipped with protective clothing.






Resources gathered from irradiated ground—like food and water—can now contaminate a zone’s storage, spreading the risk even further.

This system brings back some familiar mechanics from Endzone 1, requiring players to think carefully about where they build and how they manage radiation to keep their people safe.






[h3]Spotlight: Sandstorm Rework – No Longer Just Dust in the Wind[/h3]

The old "Sanded" zone state is gone for good. Sandstorms now pack a real punch—each time one strikes, some of your buildings will take damage.

If a building becomes fully damaged, it’ll stop functioning until it’s repaired. Just like construction, repairs are handled by your unemployed settlers and will require resources to complete.






To help you stay in control, you can now disable all repairs in any given zone if needed—perfect for when resources are tight or priorities shift.

This new system turns sandstorms into a dynamic, ongoing threat that forces tough decisions about what to fix, when, and where.






[h3]Spotlight: Diseases[/h3]

The old "Sick" zone state has been removed. Now, when a disease outbreak occurs, it directly affects your settlers—several are randomly selected and become sick.






Sick settlers are unable to work and will stay that way until they recover. Recovery can happen naturally over time or be sped up by visiting a hospital—just one of the new buildings from the upcoming update.


This rework puts the focus on individual well-being rather than a broad zone effect, making disease a more personal and impactful challenge to manage.



That’s all for now—but it’s only the beginning. We’ll be sharing more details soon about the second major part of this update: Progression. You’ll be able to define your own goals for each play session, giving you even more control over how you survive and thrive in the wasteland.

And that’s not all! Also part of the Progression topic, the update will bring new buildings, fresh expeditions, and plenty of other additions to explore.

As always, a huge thank you for your continued support, feedback, and encouragement across Steam, Discord, and beyond. You’re helping shape the future of Endzone 2, and we can’t wait to show you what’s next. 💚

Your Teams from Gentlymad & Assemble



[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]

Hotfix | V 0.8.9237.19494 #88d3a453c

Survivors!

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

  • Expeditions: Fixed an issue where random loot in expeditions could be selected twice.
  • Events: Fixed a problem where an error would occur when an event was triggered after units were destroyed.
Your Teams from Gentlymad & Assemble | 0.8.9237.19494 #88d3a453c

Hotfix | V 0.8.9231.14744 #b40b35f9b

Survivors!

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

  • Savegames: Added a fix for a situation where the same random loot was chosen twice for a point of interest (POI), preventing the POI from being completed to 100%.


  • General: Fixed different issues with drag and dropping resources.
  • Zones: Fixed error when switching to another zone while a construction inspector is open.
  • Zones: Fixed issue with navigation calculations.
Your Teams from Gentlymad & Assemble | 0.8.9231.14744 #b40b35f9b

#7 Regular Update | Improvements, Bugfixes & More

Survivors,

This update brings a wave of polish and immersion to Endzone 2!

Enjoy new voice-overs for missions and expeditions, and a unique shared soundtrack while trading with all traders. We've made quality-of-life improvements across the board—from better vehicle and UI interactions to enhanced visuals for schools, settlers, and build mode. Numerous bugs have been squashed, including issues with savegames, modding, tooltips, and mission behavior. Mod support has been expanded slightly with localization override options.

All of this ensures a smoother, more atmospheric experience as you lead your settlement to survival!

  • Audio: Added a lot of new voice-overs for missions and expeditions.
  • Audio: All traders now share a unique soundtrack while trading.


  • Audio: Fixed an issue where menu music could not be modded.
  • Audio: Voice-overs are no longer interrupted when accepting or cancelling a mission from the bulletin board.
  • Buildings: Fixed the Fish Farm changing orientation.
  • Buildings: Fixed jumps when placing a building in build mode.
  • Buildings: Fixed incorrect headline in building tooltip for energy storages.
  • Modding: Fixed some UI issues in the Mod Browser.
  • Savegames: Fixed an error when loading certain savegames.
  • Settlers: Fixed children standing inside benches when visiting the Town Center.
  • UI: Fixed visual bugs in the bulletin board UI.
  • UI: UIs above vehicles no longer disappear when certain events finish in the background.
  • Vehicles: Fixed buggy wheels clipping into the vehicle body when driving on bridges.


  • Buildings: The Field of Influence for Acres and Plantation buildings is now movable.
  • Buildings: Tweaked School visuals.
  • Localization: Localization can now be overwritten by mods.
  • Minimap: Minimap pings related to events now show tooltips when hovered.
  • Modding: Localization can now be overwritten by mods.
  • Resources: It’s now possible to destroy resources directly from a vehicle while at a trading post.
  • Settlers: Tweaked settler visuals.
  • UI: Tweaked button color for non-interactable buttons.
  • UI: Goals requiring positive production now also account for resources delivered via trade routes.
  • Vehicles: The current construction of a vehicle in vehicle workshops can now be canceled.
  • Vehicles: The vehicle menu now includes filters for “Vehicles on Transportation Routes” and “Available Vehicles”.


Your Teams from Gentlymad & Assemble | 0.8.9216.27275 #f0edf1aa2



[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]