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Leadership Update - Available Now!



Greetings, survivors!

With the seventh update for Endzone - A World Apart, decrees are finally being introduced that allow you to set a direction in your settlement. Through the newly introduced building, the Forum, you will gain access to a new UI, with which you can issue decrees. However, the issuing of decrees is always accompanied by a drawback and must therefore be used with caution. What can obviously help the progress of your settlement does not have to be seen as such by every settler. Dissatisfaction and lack of understanding can be consequences of issuing decrees. On the other hand many decrees are useful to save the settlement from destruction. Your task is to handle your power carefully and with foresight and to keep the settlement alive. The newly introduced Decree-System should give experienced players more control in the late game and help them expand even more while giving new players the option to prevent themselves from losing their settlement due to failure.

  • Buildings: Added the “Forum” to Community Buildings. The player can enact decrees that have an effect on all settlers but always come with a drawback. Additionally the Forum allows settlers to post tasks to a Bulletin Board. The player can choose from a collection of tasks to decide which rewards he wants to follow.
  • Decoration Buildings: Added new decoration buildings: Hedge, flower bed and a pioneer statue. The Pioneer Statue unlock by completing a specific task from the Bulletin Board in the Forum.
  • Technologies: Added decrees to the technology tree.
  • Field Seeds: Added 3 new types of seeds for fields: Carrots, Zucchini and Tomatoes.
  • Scenarios: “Garden Eden” was added as a new scenario.
  • Side Missions: Added a collection of new side missions to the game.
  • Tutorial: The tutorial has been enhanced to cover latest features.
  • User Interface: Added an option to change the size of the default cursor.
  • Sound: Added one new music track


New Seeds in the respective order.

New Decorations in the respective order.

  • Electricity: Buildings now consider the distance to their connection point when connecting to a power grid instead of the building’s center.
  • User Interface: The technology window no longer highlights a technology that was previously in research when the research station is demolished and build up again.
  • Performance: Removed different performance leaks that occurred in the User Interface.
  • Electricity Analytic View: The highlighting for power lines that are in construction no longer highlights the whole grid as “In construction”.
  • User Interface: A damaged building that is being demolished now says “Demolish next” instead of “Repair next” on its prioritization button.
  • User Interface: The inspector of buildings now updates correctly when being open while upgrading buildings.
  • Loading Screen: The progress bar of the loading screen on startup now has its fill origin on top.
  • Electricity: The Wind Turbine now displays its effect on surrounding buildings while being build.


  • Production Limits: Production limits have been raised by factor 10.
  • User Interface: Improved all cursors and added new cursors to different situations in the game.
  • User Interface: Construction sites now allow to change the Builder Mode in their inspector User Interface.
  • User Interface: Added a warning to “Build Next”, “Repair Next” and “Demolish Next” buttons that shows up if the currently set builder mode prevents the construction or repair task from bein finished.
  • User Interface: Added a hotkey and a visual indicator to switch through builder modes (Default: “G” on the keyboard).
  • User Interface: Added a hotkey and a visual indicator to enable highlighting of buildings of the same type while in build mode (Default: “H” on the keyboard).
  • User Interface: Slightly rearranged the top HUD of the game and added the current amount of knowledge points.
  • User Interface: The UI for Production recipes now shows the progress of the resource that will finish its production next.
  • Irrigation Plant: The irrigation plant now allows it to choose from which water sources it should receive water.
  • Environment: The environment is now animated while in the expedition window or while leading an expedition through a ruin, even if the game is paused.
  • Refinery: Production recipes can now be activated/deactivated.
  • Ruins: Tweaked the maximal spawn amount of several ruins to provide more variety on the map.
  • Sound: Added or improved sounds for different buildings.
  • Sound: Normalized the volume of most sounds.
  • Research Station: The Research Station now only generates Knowledge up to a production limit that is set by the player. The maximum production limit for knowledge generation is 10 Knowledge, however the player can store more Knowledge if it is collected from side missions or expeditions.




With the help of decrees some processes in the settlement can be slowed down or even stopped completely. Decrees serve to regulate grievances, to lead prevention or to help with expansion. Each decree is provided with a drawback, so that during the execution it should always be considered whether the current malus is bearable. Decrees can be executed in the Forum.



Decrees can be divided into immediate and permanent decrees. An immediate decree is executed immediately and can only be executed again after its cooldown has expired. The effect of a permanent decree will continue to affect the settlement until its cooldown has expired.





[h2]Following decrees are available yet:[/h2]

Birth Control This decree prohibits childbirths.

Banish Elderly Old settlers are banished from the settlement. This lowers the confidence of the remaining settlers by <>.

Banish Children Children are banned from the settlement. This lowers the confidence of the settlers by <>.

Food Rationing Settlers may only consume <> of their usual food. This lowers their confidence by <>.

Water Rationing Settlers may only consume <> of their usual water requirements. This lowers their confidence by <>.

Incentive Settlers are encouraged to move faster than before <>. This increases their food and water consumption by <>.

Diligence All settlers increase the durability of their tools and clothing by <>, but move slower.

Immunity The settlers' consumption of herbs and medicine increases by <>. This prevents the outbreak of new diseases.

Knowledge Transfer All uneducated adults are educated. This decree consumes <> knowledge accumulated at the research station.

Prohibition of Funerals Graves of already buried settlers will be dissolved and all newly deceased settlers will be cremated for the duration of the decree, but not buried in a cemetery.





The bulletin board now allows the player to manage missions much easier and not to miss important notifications. Once the forum is established, new missions are placed directly on the notice board and can be selected, rejected or accepted by the player at any time. A certain mission is even exclusively available on the bulletin board and unlocks the pioneer statue.





You spoke, we listened!










- Your Team from Gentlymad & Assemble Entertainment

We know that there are a few more things we need to address, and we are listening to your feedback. We're trying to address all the important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to remember that Endzone - A World Apart is a survival game, so we have made it challenging with full intention.

Changelog Version 0.7.7577.26671