1. Endzone - A World Apart
  2. News

Endzone - A World Apart News

Radiation Update Hotfix #1



Greetings, survivors!

With this "emergency hotfix" we're addressing the problems with cloth/the Tailor and change the values for now to previous ones. But please note that this is not final and we will investigate this problem more in-depth again soon.

  • This Hotfix focuses on resetting the unbalanced clothing production in the Radiation Update. Please be advised that we’ll look into the issue in the near future again.


  • Production amounts and production times for Tailor, Recycler, Refinery and Workshop have been reset to a previous version.


  • In savegames that were created before this hotfix, in order to apply the new values for all production buildings that have already been built and that are affected by this hotfix you’ll need to change their recipe once and swap back to the one that is intended.



- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7517.30497

Radiation Update | Available now!



Greetings, survivors! Saudações, sobreviventes! ¡Saludos, supervivientes!

The fifth update for Endzone - A World Apart brings again two more buildings into play. The new additions are used to combat radiation. Previously, players repeatedly had problems with the growing radiation and also had difficulties protecting themselves against it. With the new changes and implementations it is now easier as long as you build a good infrastructure and invest some time in researching the new technologies. We also added two new languages and different keyboards layouts, and custom keybindings are now supported!

  • With this update we are migrating to a new savegame system. Your old savegame will not be compatible with this version. We hope that our new savegame system is more flexible and will no longer require us to break old savegame in the future. Also, you should notice slightly faster save and load times.


  • Controls: Players can now rebind all key mappings of the game based on their needs in the “Controls” menu found under “Options”.
  • Localization: Added Spanish and Brazilian Portuguese.
  • Localization: Added special characters for Turkish and Vietnamese language to font assets.
  • Visuals: Replaced all settler avatars with new and improved ones, providing a larger variety of looks and distinct differences between ages of settlers.
  • Buildings: A Decontamination Post has been added. It allows the player to clean contaminated goods that are stored in a logistics building. This new building produces Decontamination Kits, which are distributed among the inventories of buildings within its work area and clean resources from contamination.
  • Buildings: A Mine has been added that allows you to mine coal or iodine from mountains. Both ways of mining have to be researched in the Research Station. Iodine can be used to create Iodine Tablets, an effective way to treat your settlers' radiation levels.
  • Recipes: Added a new production recipe to the Medical Facility that allows to convert Iodine into Iodine Tablets. Iodine Tablets are consumed by settlers to free themselves from contamination. The production recipe is unlocked together with the Iodine Mining technology in the Research Station.
  • Technology: Added the technology “Mining Tunnel Construction”. Researching this technology heavily reduces the negative effect on the efficiency of mines that are placed close to each other.
  • Side Missions: Added 8 new side missions.
  • Expeditions: Added 4 new expeditions.
  • Graphic Options: Added settings to set the visual quality of objects.
  • Visuals: Added new ruins to the game.
  • Visuals: Added animations to some existing and new buildings.
  • Visuals: Added destruction effects to all ruins, when they are destroyed.
  • User Interface: Buildings of the same type are now highlighted during Build Mode. This effect can be toggled on or off in the game options in the Main Menu or using a shortcut on the keyboard (default key: ‘H’).
  • Technology: Added a maximum amount for Research Points. This is also reflected in the UI.
  • Glossary: Added new Glossary entries for the Decontamination Post, Iodine and Iodine Tablets.
  • Savegames: We added a completely new savegame system. This system speeds up saving and loading files significantly.


Some of the new settler avatars (16 in total with numerous variations)

The new Highlighting shows related buildings in a blue overlay

  • Engine Update: Updated our engine version from Unity 2019.2 to 2019.4 LTS. Being on this new version includes numerous bug fixes by our engine vendor. It also allows us to benefit from upcoming bug fixes in the future.
  • Savegames: The new system fixes wrong and spontaneous erratic behavior that could lead to broken or corrupted savegames.
  • User Interface: Assigning workforce to a profession using right click now assigns all remaining free settlers if the maximum possible amount is higher than the amount of free settlers.
  • User Interface: Advantages on Expeditions that require all settlers to apply to them are now highlighted correctly during the configuration of an expedition.
  • User Interface: Fixed several occurrences where buttons in the options of a building where wrongly hidden.
  • User Interface: Fixed an error that occurred when entering a share code without “#”.
  • User Interface: The share code input field now allows the correct number of characters.
  • User Interface: Position Markers on the minimap from previous session no longer consist in new sessions.
  • Visuals: Settlers now look into the direction of their task (e.g. when cutting down trees) to improve animation authenticity.
  • Visuals: Settlers should not have holes in their 3D representation anymore.
  • Gameplay: Resource piles will no longer be automatically transported to storage buildings but rather used if settlers require resources from them.
  • Gameplay: “Schroedinger’s Settlers” have been fixed. Demolishing a house and cancelling the demolition immediately could lead to “invisible” settlers. This has now been fixed.
  • Side Missions: Side Missions no longer throw an error if the Glossary was opened beforehand.
  • Tutorial: Fixed some wrongly locked or unlocked buildings.
  • Tutorial: Market quest now rewards coal masks.
  • Performance: Several performance optimizations to avoid stuttering.
  • Startup: When the game was opened for the first time it was possible to be stuck in a black screen when no button was pressed. This is now fixed.
  • Buildings: Settlers who walk to scrap piles or the Scrap Catcher now use correct paths which are not wrongly offset anymore.
  • Expeditions: A ruin with several story threads never spawned the last one. This has been fixed now.


  • Gameplay: Children in Sturdy Houses are born faster now. This prevents the issue that less children were born when upgrading to this house type.
  • Controls: Players with non QWERTY keyboards (e.g. AZERTY) can now play the game with the correct key mappings.
  • Gameplay: Settlers will now always use the nearest building that has a resource available instead of following a strict priority queue.
  • Visuals: Nights are now brighter.
  • Visuals: Changed the model for the derelict tank and removed the WW2 version that did not fit with the game's timeline.
  • Balancing: Settlers are now noticeably affected by contaminated water and food.
  • Balancing: Tweaked the work times of Tailors and Technicians to improve the output of tools and clothing.
  • Balancing: Increased the respawn time of wildlife.
  • Balancing: Minor balancing changes to some Side Missions.
  • Balancing: Researchers have a much larger inventory now, so they are able to supply resources for new technologies much faster.
  • Market: Markets now also accept refined resources like Metal or Electronics.
  • Tutorial: The tutorial has been slightly adjusted to introduce some of the new buildings and features.
  • User Interface: Assigning professionals in the inspector of a building now also allows you to right click the increase button in order to assign the maximum amount.
  • User Interface: The production limit interface in the Refinery has been reworked to avoid that increase and decrease production limit areas are misleading due to their position in the UI.
  • Building Placement: It is now possible to place buildings on parking lot ruins.
  • User Interface: Fields now show “Food” as a production limit instead of individual resources.
  • User Interface: Production Limits in the Production Limit Menu now update correctly if a production limit is changed in the inspector of a building.
  • User Interface: The tooltip, when hovering over a building in the build menu now shows the number of buildings of this type.
  • Expeditions: Several Expeditions now unlock Iodine Tablets as a reward. Iodine Tablets can be used by settlers to treat their individual radiation levels.
  • Expeditions: Added checkmarks for expeditions when progress is at 100%.
  • Expeditions: Added Iodine Tablets to some Expeditions as a reward.
  • Expeditions: Added a new option to the Nuclear Power Plant Expedition that allows you to go back one step.
  • Resources: Local piles will no longer be auto transported to storages. Instead they act like mini storages and your settlers take goods only when needed. The resources of these piles will now directly contribute to your global inventory.


Comparison of the brightness in the new patch vs. the old status

  • Gameplay: The tooltip for a Sturdy House is not describing that children are now born twice as fast.
  • Plantations: Changing a seed on a plantation is currently bugged and nearly impossible, because Plantations are rarely completely harvested. To change a seed you need to tear down the plantation. We are already working on a fix for that.




[h2]Decontamination Post[/h2]

The Decontamination Post is the place where Decontamination Kits are produced by the new profession "Decontaminator", with which already contaminated food can be cleaned again. Any building with an inventory can receive the kits and thus remove the radiation. Note, however, that while Cultivated Fields and Orchards can hold food in their inventory, they do not count as buildings. That's why you should always supply a dedicated Warehouse with Decontamination Kits.



[h2]Mine[/h2]

A Mine can be built directly on mountains. Research unlocks the branches "Coal" and "Iodine", which can only be mined individually in a single Mine.
Iodine can be used in a Medical Facility to produce Iodine Tablets, which settlers can use to reduce their existing radiation. Settlers can even become fertile again if the radiation is completely removed using Iodine Tablets!








[previewyoutube][/previewyoutube]




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.

- Your Team von Gentlymad & Assemble Entertainment


Changelog Version 0.7.7514.32672

22.315 Trees Planted in Brazil!

[h2]Greetings, survivors![/h2]

As you sure remember, we started working together with "One Tree Planted" far before we even launched into Early Access and planted around 8.000 trees until then.
Now, with over 20.000 units sold of the "Save The World" Edition on Steam, we just planted another 22.315 trees, this time in Brazil!

Thanks to everyone who participated in either wishlisting the game or directly supporting us and the organization by buying the "Save The World" Edition! Together we can make this a greener world!
Eat this, Bolsonaro!




https://store.steampowered.com/app/933820/Endzone__A_World_Apart/

Technology Update Hotfix #1



Greetings, survivors!

  • User Interface: The building inspector of the school shows the demolish button again.
  • User Interface: The World Icon for Damaged Buildings now shows up correctly.
  • User Interface: Hovering over the electricity button in the building inspector now shows the correct tooltip for buildings that can’t be connected to a power grid.
  • Buildings: Buildings have to be build back again and no longer instantly switch back to constructed when a demolition is canceled.
  • Side Missions: Fixed a Bug that prevented side missions from triggering


- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7488.22689

Technology Update Patch #1



Greetings, survivors!

As we noticed that with the last update some things had to be fixed or changed after all, we now release a small patch. We hope that the changes will also solve some subsequent errors.

  • Audio: Added options for the audio feedback on settler deaths to the audio game options. Players can now decide whether they want to have audio feedback on unnatural deaths or all deaths or turn it off completely. Additionally players can set a delay that defines the amount of deaths before the audio feedback is played again.
  • Settlers: Fixed a Bug where professionals wouldn’t carry the amount of resources they were supposed too (e.g. when transporting boar meat from the dead animal to their Hunting Lodge).
  • Research: Research Station now only generates knowledge when it’s supposed to.
  • Buildings: Fixed a Bug where dead settlers were stuck in buildings.
  • User Interface: The technology window and the inspector of the Research Station now update correctly when research was interrupted and a new one was started.
  • User Interface: Using the back button during Expeditions now selects the correct Dialog Option when entering the previous Option Group.
  • User Interface: Share codes now follow a new format and include research and rain director game settings. Old Share Codes will no longer work. Future changes to the share code however should no longer break.
  • User Interface: The inventory dialog at ruins during expeditions no longer shows resources that have an amount of zero.
  • Visuals: Building emission maps are now only active at night when electricity is available.
  • Fields: Hemp Fields now use the Production Limit for Hemp instead of Food.


  • Balancing: The sturdy house now inhabits 4 Adults and 6 children to prevent a complete stop of population growth.
  • User Interface: The inspector of the Research Station now highlights resources that are currently missing in red.
  • User Interface: Rainwater Collectors & Wells no longer display Cisterns/Water Towers as a requirement.
  • Feedback: Corpses within the area of influence of a cemetery are now highlighted.
  • Roads: Dirt Roads and Paved Roads are now highlighted differently while in Build Mode.
  • Town Center: The initial stage and first upgrade of the Town Center now have increased storage capacities.


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.

- Your Team von Gentlymad & Assemble Entertainment

Changelog Version 0.7.7487.27878