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Trade & Barter Update - Now Available



Greetings, survivors!

The eighth major update for Endzone - A World Apart allows trading with characters from other, far away settlements for the first time. The new Trading Post opens up new possibilities to deal with the resources in Endzone. Too much medicine was produced during a disease wave? - Trade with Susan Melfi and exchange your surplus for new seeds and a little cloth! 5 different merchants travel around your settlement. How fair your offers are to the travelers determines how well your relationship with them develops.
The education of your settlers has also been raised to a new level. An expanded school system allows you to choose specialized education paths. With the Advanced School, your settlers can even be educated in all areas at the same time and thus become even more effective.

  • Buildings: Added 5 different and unique traders with their own personality and a unique hot air balloon. Every trader has unique traits, is interested in different goods and will also offer you a distinctive set of goods. They also remember your trading history and will react to the fairness of the deals you made with them. Making fair and good deals might result in new seeds or even technology points for research.
  • Buildings: Added a Trading Post that allows for trading goods with different traders.
  • Technology: Added a new technology that allows you to choose which trader will visit you next.
  • Tutorials: Added 2 new tutorial sections. This is our first push to give you dedicated tutorials in addition to the big, comprehensive tutorial. New features, like the Trading Post can now be learned without the hassle of going through the complete tutorial. Additionally we also created a new dedicated tutorial for the Confidence system.
  • Advanced School: The advanced school is a new building that allows your students to reach all the available learning topics. This is an addition to the rework of the education system.
  • Settlers: As part of the education system rework, clicking on settlers will now show their learning progression towards the four different topics.
  • Expeditions: 2 new expeditions were added, including a Bar and a shop building.
  • Environment: Several new ruin types were added, including machinery for agriculture and a construction site.
  • Options: Added a new option to restrict the mouse cursor to the active game window. Useful, when you have a multi monitor setup, where one screen is idle.
  • Options: Added an options to disable/enable cloud rendering in the game options.
  • Music: Added 2 new music tracks to the game.
  • Seeds: Added 2 new seeds to the game. Sugar beet and Lupines.
  • Glossary: Added and refactored several glossary entries for education and trading.


  • Buildings: Fixed decontamination post not showing when the max cap is reached.
  • Buildings: Fixed the area highlighting for the decontamination post.
  • Buildings: Fixed rendering of decrees on the Forum.
  • Buildings: Decontamination Kits can no longer be radiated.
  • Buildings: Fixed level of detail visuals for Gatherers Cabin.
  • Buildings: Fixed a bug in the Decontamination Post causing loaded savegames to lose their decontamination kits.
  • Scenarios: Buildings are now upgradable in a scenario when they were locked at start and unlocked during the scenario. This fixes the bug, where a cistern could not be upgraded to a water tower in the tutorial session.
  • UI: Fixed several blurry or falsely cropped in-game icons.
  • UI: Added a sanity check to avoid possible errors when presenting new UI elements.
  • Settlers: Fixed age progress in settler inspector.
  • Settlers: Fixed an error caused by faulty settler achievements.
  • Resources: Fixed a bug related to hemp weaving mills that caused hemp to be always fully reserved. If you have saved games where you experience this, you’ll need to tear down any hemp fields for this fix to take effect.
  • Sounds: Fixed well cycling sound, which was way too loud.
  • Technology: Players can no longer start another research when there's already one running.
  • Savegames: Fixed memory leaks caused by saving & loading (including autosaves). This should fix a problem where people reported that the RAM got completely filled up.
    Localization: Several small localization improvements to german localization based on proofreader feedback.
  • Savegames: Fixed the 'continue’ button in the main-menu, to continue playing based on the latest savegame.
  • Technology: Fixed wrong kitchen icon in tech tree.
  • Technology: Fixed wrong position of advanced technologies in the tech tree.
  • Savegame: Autosave no longer opens the MainMenu when finished.
  • Glossary: Glossary no longer moves to the wrong tab at first opening.
  • Side Missions: Fixed some Side Missions that weren’t working anymore after declining one mission more than three times.
  • Tutorial: Tutorial no longer highlights the profession window during the quest where you have to build a Forum.
  • Settlers: Fixed highlighting of confidence tab in settler inspector.
  • Electricity: Fixed an error for the electricity toggle when no grid is active.
  • Camera: Camera is no longer overzealous when setting its target rotation (e.g. when resetting the camera rotation via minimap).
  • Environment: Fixed bug in Weather system.
    Environment: Fixed wrong visuals for several trees.
  • Settlers: 3D visuals of settlers are now correctly displayed, and textures don’t have holes or unwanted effects anymore.
  • Sounds: Fixed several ambience sounds that were not playing while they should have.
  • Electricity: Fixed upgraded buildings being ignored by the current electricity grid.
  • Expeditions: Fixed wrong offset for ruins in expeditions.


  • Production Limits: Increased production limits for decontamination kits from 10 to 30.
  • Production Limits: Resource Outputs now show a filled "production limit" bar instead of an empty one if the production limit is set to 0.
  • School: Up to 3 teachers can now be employed in the school.
  • School: The school has been reworked and it now features different learning topics that can be prioritized. You can choose a specific topic teachers should focus on, resulting in students to learn it faster.
  • Sounds: Tweaked and refactored the sound system to have a better and more harmonic ambience soundscape.
  • Sounds: Increased max range of 3D one shots and local ambient sounds.
  • Sounds: Reduced volume of well/bicycle.
  • Sounds: Increased ambient wind volume.
  • Sounds: Decreased max ui volume.
  • Sounds: Balanced global audio volume.
  • Sounds: Added several new sound effects to buildings and expeditions.
  • Performance: Several performance and memory optimizations.
  • Side Missions: Increased cooldown for Infestation Side Mission.
  • Side Missions: Increased cooldown of enforced Missions to prevent them from spamming.
  • Side Missions: Tagged several Side Missions to make it clear that they are part of the confidence system, when selecting from the bulletin board.
  • Side Missions: Several Side Missions now trigger even if another mission is already active.
  • Repairing: Tweaked settler task flow when damaged buildings have been repaired.
  • Buildings: Changed decree post visuals of the forum, so decrees are better to read.
  • Settlers: Settlers now also pickup smaller resource-amounts (less than needed) from resource boxes and collection points, if there are not enough resources available.
  • Settlers: Tasks for constructions sites are now prioritized.
  • Settlers: Highly educated settlers now get 3 badges instead of 2.




Through the Trading Post, trades with characters from distant settlements can now be conducted. Once the Trading Post is established, new traders will appear in the settlement at regular intervals. You can see which trader it will be and when they will arrive in the settlement in the trade window.

UI window of the Trading Post while a trader is on site and when a trade is conducted

Each merchant builds a relationship with your settlement based on the fairness of the completed trades and also has its own specialization. How fair a trade is is also shown in the window and can be varied by adjusting the individual goods. The better the relationship with a trader, the more likely he is to bring rare goods and the better the offers. In addition to common resources, seeds and research points can also be traded. The trading options will of course be expanded in future updates.

Trade window with Rusty Rolph

Once a trade has been completed, logisticians must take the required goods to the trading post. If all goods are available, the trade is carried out, the balloon flies out of the trading post and leaves the settlement. A new research area also unlocks the possibility for the player to decide manually and freely which trader should appear next.



[Rusty Rolph / Susan Melfi / Ole Sørensen / Old T. Bara / Lizzy Rasmus]

[Balloons in the shown order: Old T. Bara / Lizzy Rasmus / Susan Melfi / Ole Sørensen / Rusty Rolph]



In the course of the revised educational system, we have discreetly changed the school, as it functioned up to now, and also added a secondary building. Up to now, a settlement of a good 100 children could be educated with a single school without any problems. The final result was that the school was built early and no further interaction was necessary. Through the new educational system, we now differentiate into four different areas, which can be learned through the School with focus on only one each:

  • Settlers work more effectively
  • Settlers use tools more carefully
  • Settlers use clothes more carefully
  • Badges can be obtained faster


UI window of the school. Only one area is taught at a time

The Advanced School also makes it possible to learn all areas at the same time. In addition, more students can be trained at the same time. If both the Advanced School and the regular school are available, children always prioritize the better building.

Advanced School in the settlement

UI window of the Advanced School. All areas are taught simultaneously .




















https://www.youtube.com/watch?v=1uhApROBzCg

We know that there are still some things we need to fix, and we are listening to your feedback. We try to address all important issues in a timely manner and make the game as a whole more understandable and fair. However, it is important to note that Endzone - A World Apart is a survival game. Challenging gameplay, as well as a difficult learning curve, are intended and are designed to provide the player with a difficult task.

- Your team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7607.25000

Community Preview #2 - Participate now!



Greetings, survivors!

The Community Preview is open for everyone once again! Be sure to check out everything that will be featured in the upcoming update in advance and take part in the development together with us! The last preview really helped a lot, as we could work out bugs, improve the gameplay and implement additions, based on your direct feedback. This guaranteed that the shipped patch was polished even more.
Thanks to the Community Preview Branch, anyone who likes to actively participate in the development can now test the upcoming patch early, give their feedback and help us polish the version in advance.

Everything you need to know about the Community Preview and how to participate can be found by clicking on the banner below.



Thanks a lot for the fantastic support and your enthusiasm for Endzone - A World Apart! Together we have created an incredible game. Let's continue to work together on the game and join in!

Leadership Update - Hotfix #1



Greetings, survivors!

Thanks to your reports we could pin a few issues with the new scenario "Garden Eden" and a few other smaller bugs.



  • Scenario: “Garden of Eden” no longer shows the wrong character in the intro dialog.
  • Scenario: “Garden of Eden” now counts completed side missions correctly.
  • Forum: Fixed a bug related to the Forum that could result in missions being triggered multiple times, or preventing success/fail states to trigger correctly.
  • Savegames: New technologies are now correctly unlocked when loading an older savegame.
  • Savegames: Fixed buildings that were locked in sessions and savegames that started as the Tutorial and later turned into a free game.
  • Localization: Fixed some localization inconsistencies and typos for all localizations.
  • Missions: Fixed some goals not displaying correctly despite being finished/ solved, after loading a savegame.
  • Settlers: Fixed several settler names.
  • User Interface: Fixed an error when displaying a random, fictional settler in the settler dialog.
  • User Interface: Fixed an error when the game is over but player decides to continue playing/viewing the game.
  • Decrees: Banishing the last settler now correctly triggers the game over screen.


- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7580.22634

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

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