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Expeditions Update | Hotfix

Dear Survivors,
we've released a little Hotfix, adressing the following:

  • Some storage buildings will no longer try to store a resource amount that will not fit the inventory
  • Some Tooltips that were positioned incorrectly now have their correct positions.


  • Added czech special characters



- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7411.31464 -

Endzone: A World Apart - Erstes Content-Update zum Survival-Aufbauspiel vorgestellt




Assemble Entertainment und die Wiesbadener Gentlymad Studios bringen mit ihrem ersten Content-Update zu Endzone: A World Apart Expeditionen ins Spiel. Das kürzlich im Early-Access-Programm bei GOG und bei Steam veröffentlichte Survival-Aufbaustrategiespiel kommt den dortigen Reviews zufolge gut an. Mit dem neuen Update können [...]

» Komplette News auf pressakey.com lesen

Expeditions Update | Available now



Greetings, survivors!

Exactly 2 weeks ago, Endzone - A World Apart launched into Early Access. Many players of the Closed Beta Phase were visibly confused why expeditions were suddenly no longer available. We used the time to continue to work on the expeditions and to expand them. Today is the day when all players can finally access and use the new system to explore the world of Endzone - A World Apart. So with this update, the big content update from April is released and we tick off the first item on our Roadmap. Please note, however, that the expedition system also falls under Early Access and will be expanded and optimized by future updates.

[h3]Important: Older Savegames are not compatible with this version.[/h3]



  • Added the Expedition Station building. This is the central hub to start new and manage ongoing expeditions on the map.
  • Added an Expedition Window to assemble your expedition crew carefully. Add experienced professionals, give them tools, protective clothing or special resources that can help them to fulfill their tasks.
  • Added scouts. Scouts are a new profession, they unlock new locations on your map to send expeditions to, while also helping to set up your expedition with expedition rations.
  • Experience 12 unique stories with different branches and a complex decision making system. Guide your expedition through old buildings and relics of the old world.
  • New Soundtrack for the Expeditions.
  • Added a preloading system to avoid system hangs and freezes. This will show up as a loading bar right after the intro video.
  • Added explanation for settler badges to explain how settlers can earn badges.
  • Added a popup to show our Roadmap at the start of the game (can be disabled).


  • Reworked the upgrade system. Buildings are not disassembled before an upgrade anymore. They will stay intact while visually upgrading to their new form.
  • Market: Now iterates over all chosen resources.
  • Market: No longer stocks resources that are not in the selected resources list.
  • Market: Now correctly uses the area of influence to gather resources.
  • Irrigation Plant: When loading a Savegame, the Irrigation Plant now correctly remembers its last irrigation setting
  • Camera no longer rotates while being in the Main Menu as this was causing nausea for some players.
  • Game Speed is now only reset to default or paused when leaving the Main Menu.
  • Fixed pivot points of barrels and Power Poles
  • The Irrigation Plant now slowly changes the radiation level of the environment according to the radiation level of the water in its inventory.
  • Fixed wrong linkage to several glossary headlines when clicking on the “?” symbol in the inspector.


  • The player now starts with 2 random field seeds and 1 random plantation seed. The other seeds are locked at the start as Expeditions are now part of the game and the player has to search for new seeds.
  • Market: Now accepts Wood & Scrap
  • Pathfinding: Improved performance
  • TaskService: Improved performance
  • DrawbackService: Improved performance
  • Map Generation: Changed ruin distribution amounts so the scenery doesn’t look as repetitive as before while also changing the amount of spawned story ruins.
  • Decreased building costs of the Shelter. (Wood: 96 -> 68, Scrap 180 -> 100, Plastic 12 -> 6, Cloth 10, Building Time 300 -> 250)
  • Irrigation Plant: Increased the Area of Influence from (26 -> 36)


  • The Forester Lodge and its work mode: “Cut & Reforest” is currently unbalanced. Trees are cut down faster than the time it takes to replant and regrow them.
  • Settlers currently do not get the protection clothing with the best protection value but simply the one that is the closest.
  • Using the loot and return window to get the collected resources from an expedition back has some issues, when filling up the capacity.
  • [h3]Older Savegames are not compatible with this version.[/h3]




To be able to send out expeditions, an Expedition Station must first be built. In this building Scouts can be assigned as workers. An Expedition Station requires 36 wood, 58 scrap, 16 metal and 18 plastic to build.



[h3]Here you can find an overview of the most important key data of the expeditions:[/h3]

[h3]This is what scouts do:[/h3]
  • Process water and food into rations
  • Running to ruins to spot them
  • Scouts can not become explorers to avoid problems and misunderstandings
  • Scouts bring Explorer equipment to the Expedition Station


[h3]Explorers are sent on an expedition:[/h3]
  • Need rations (1 for Resource Ruin | 2 for Story Ruin)
    -> Required rations = number of Explorer
  • Action Points
  • Per ration there is 1 Action Point
  • Each action point allows you to perform an action
  • Explorer can be any settler who is not currently assigned as a Scout
  • Explorers will not be available as settlers during an expedition.
  • Explorers have only a limited inventory




[h3]Resource expeditions:[/h3]
  • Max. 6 settlers can be chosen
  • No Advantages are available
  • No equipment can be chosen
  • No rations are available


[h3]Story Expeditions:[/h3]
  • Max. 6 settlers can be chosen
  • Advantages are available
  • Equipment must be chosen


[h3]Procedure:[/h3]
  • Build expedition post
  • Assign scouts
  • Send out scouts
  • Exploring the ruin - Scout returns
  • Scouts prepare rations
  • Scouts bring Explorer equipment to the expedition post
  • Explorers gather at the expedition post and equip all resources
  • As soon as all explorers are on site, they start the expedition
  • Once arrived at the ruins, the player is faced with various decision options, each of which mostly costs 1 action point
  • If the action points are empty, the expedition must return.
  • If all possibilities are exhausted, the expedition must return.
  • The player can transfer found resources into the inventory of the settlers and must pay attention to the capacity.
  • Expedition returns home and gathers again at the expedition post
  • Resources are stored in the expedition post and then distributed by settlers in the settlement.



[h2]Expeditions Feature Trailer[/h2]
[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 from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7411.27764 -

Live stream and AMA Session on Twitch



Hey there survivors!

Today on 7:00 p.m. CEST we will be going live on Twitch and talk about the latest patches together with you guys! We will take the chance and chat about the changes and get some more feedback in. Feel free to join in, have some questions prepared and most importantly: Stay friendly all together.

[h3]Stream starts 7:00 p.m. CEST and ends about 9:00 p.m.[/h3]
[h3]You find the link to the stream Here[/h3]

Patch #002 - Early Access - Fixes Balancing



Hey there survivors!

With the last patch we have adapted the settlers and their behaviour regarding hunger and thirst. This made it easier for players to deal with an emergency situation and to juggle with low resources.
Nevertheless, there seemed to be considerable problems to get out of an emergency situation and to bring heavy bursts of food and water back to a good level. In this patch we have focused on the consumption of settlers and adjusted a few things so that it is now easier to recover.

We have summarized the most important points for you and would like to explain why many questions and inconsistencies have arisen. Many players have noted. that they need to assign over 50% of their settlers just to gather water and food and still did not manage to provide enough for all settlers. Clearly this was not intended and we tackled this issue first. So, what was going wrong?

[h2]Water and food consumption was too high and players could not recover after droughts or falling below a certain threshold[/h2]
  • After we tried to improve the consumption of settlers overall, we noticed, that this is probably not enough. Once your settlement fell in one or both resources to 0, settler aimed on fulfilling their need for hunger and thirst so fast, that a player could simply not get out of the low resource levels. Basically settlers produced not enough to start a stockpile, but just immediately satisfied their hunger and thirst. Now, water carriers can collect more water in one sweep and plants collected in the forest yield more food. We also adjusted the behaviour of settlers even more, so being able to recover from droughts is now easier.


[h2]The Cultivated Fields were covered, even though there was no Weather Station build[/h2]
  • We had an issue, where starting a new game would load up certain states of the Savegame before. For this reason Fields and Rain Collectors could have been covered


  • Cisterns and Water Towers will now correctly register Jettys, Wells and Rain Collectors that are farther away.
  • Dirt Roads will now correctly increase settler movement speed when loading a Savegame.
  • Weather Station settings are now correctly reset when loading a Savegame or starting a new game.
  • The Irrigation Plant no longer radiates the surroundings when irrigation is set to “None”, has no water in inventory or is paused.
  • Irrigation Plants and Rain Collectors now display the High Radiation World Icon if their water is medium or highly radiated.
  • Zooming with the Keyboard now works as intended using the default or numpad - and + buttons.
  • The second message when a mission was finished or failed no longer displays with a random delay.
  • The intro video now respects the audio volume, set in the options menu (bound to master volume).
  • Buildings now update their resources within their area of influence correctly in the UI.
  • Fixed different wrong tooltips.


  • Fishers are working faster.
  • All Seeds on the Cultivated Field grow faster now.
  • Enforced the game to continue in the background when tabbing out of the game window.
  • Water Carriers get more water in one sweep (before: 20, now: 25).
  • Berries and Mushrooms yield more food.
  • Tweaked the hunger and thirst behaviour of settlers to make it possible to recover from extreme food/water shortages.
  • The water amount stored in Rain Collectors and Wells is now taken into account in the global resource UI at the top of the screen.
  • The game now starts in the monitor's native resolution instead of Full HD, when starting the game for the first time. This prevents the misconception that higher resolutions are not supported. Please note: Running the game in 1440p and above is currently not optimized.
  • Changed the distribution of some ruins so it doesn’t look as artificial as before and make other ruins pop out more.
  • Changed the position of tooltips on decrease production limit buttons from top to bottom in the Building UI.
  • Increased default Production Limit for Water to 90,000 and for Food to 5,000.
  • The water and food shortage check, which trigger the red warning in the Resource UI on top of the screen, now take the amount a children needs to eat and drink into account (previously every settler was calculated as adult, even children).
  • Toggling through buildings or settlers now selects them and opens their inspector UI.


  • The Forester Lodge and its work mode: “Cut & Reforest” is currently unbalanced. Trees are cut down faster than the time it takes to replant and regrow them.
  • The irrigation plant currently adds radiation, instead of only leveling radiation to the current radiation level of its inventory.
  • Settlers currently do not get the protection clothing with the best protection value but simply the one that is the closest.


[h3]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.[/h3]


- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7404.36687 -