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Endzone - A World Apart News

Side Missions Update | Available Now



Greetings, survivors!

For the first Update in May we are finalizing our milestones from April and mark the first month as "Done". We added a little bit more than initially planned, since a lot of you reported various aspects that we found to be important and should be implemented together with the Side Missions. Now, we have also updated the Roadmap to show which contents are planned for June and already started to work on features for May.

  • Side Missions: Added 17 new Side Missions
    • Missions can feature many different rewards and goals
    • Missions can scale with your settlement
  • Side Missions: Added an additional Town Center upgrade
    • This allows you to intercept radio transmissions from other settlers that may want to join your camp
  • Tutorial:
    • Added a new, comprehensive Tutorial with over 30 quests
    • Much more detailed steps
    • Building Highlights
    • Unlock buildings on the way
  • Expeditions: Added a filtering system to the Expedition Window, so it is easier to find the right settlers for your expedition
  • Localization: Added French to supported languages
  • Main Menu: Added Extras section and “Game” Options, this includes a credits roll as well as the option to disable the intro video playback at the start of the game.
  • Achievements: Added a new achievement for finishing the new tutorial.


  • Buildings: Fixed a bug with production buildings, where produced goods were not correctly transported anymore
  • Buildings: The Medical Facility now shows its efficiency when selected.
  • Building: The Medicinen produced by the Medical Facility is now listed under 'Produced' in the statistics.
  • Buildings: Added production group to Medical Facility
  • Buildings: Pubs can now be connected to Power Grids
  • Buildings: Fixed an error if a building gets dismantled during an upgrade
  • Buildings: Irrigation Plants no longer affect lakes
  • Buildings: Upgrading a building now correctly modifies the global inventory max weights
  • Buildings: All buildings of category "Water" now add to the max water capacity of global inventory as Rain Collectors and wells now also modify the global inventory
  • Buildings: Water that is stored in the Town Center is now subtracted from the global inventory fill rate
  • Buildings: Fixed possible error when placing forester lodge at edge of map
  • Resources: Resource amounts are not longer added to produced statistics if the resource is added to the town center inventory
  • Resources: Awards from completing a Side Mission are now added to the statistics under "produced"
  • Resources: Fixed global inventory to be at 100% way too early. Storage weight is now saved separately.
  • Resources: Fixed settler not equipping Radiation Protection if protection is set to “None” in starting conditions.
  • Plantations: Fixed wrong textures for Cherry trees
  • Plantations: are no longer completely cut down when you click on "Harvest now”
  • Settlers: Settlers do now correctly get a buff on their confidence when having a child
  • Settlers: Settlers now correctly pick up Neckscarfs, Activated Coal Masks and Radiation Suits when the player has enabled filters in the Town Center
  • Expeditions: Fixed ruins not being available to scout after cancelling an expedition
  • Environment: Amount of Wildlife doubled



  • Professions: Morticians now recycle gear of dead settlers if condition is above specific value.

  • Tutorial: Added a new character (Arthur Sawchyn) for better immersion during the tutorial missions
  • Side Missions (and new Tutorial): Now have an Intro text
  • Side Missions: Can now be “accepted” or “declined”
  • Side Missions: Can now highlight UI elements
  • Side Missions: The timer for Side Missions is now a small progress bar and the tooltip displays, how many seasons you have to fulfill the mission goals
  • Side Missions: Added typewriter effect to mission descriptions
  • Side Missions: Settler talking to you won’t change anymore during a mission. During a mission, the same character will talk to you and will only change if he/she dies.
  • Side Missions: Missions can now scale in difficulty and size since they are now able to take the amount of settlers in your settlement into account.
  • Settlers: Changed the Settler Badge System: Settlers are now rewarded with a Badge when they reach the Age of “Old Adult”. They receive a Badge for the Profession they worked the longest in. If a Settler was fully educated in a school during his childhood he will receive another Badge when he reaches the age of “Adult”.

  • Settlers: Settler avatars now feature supersampling to avoid flickering.
  • Expeditions: Changed around some expedition goals, so the rewards make more sense
  • Expeditions: The Back-button in Story Dialogs during an Expedition now goes back to the previous Dialog instead of always going back to the Story Entry.
  • Buildings: Gatherer Hut now has a new ambience sound
  • Buildings: Refactored UI in the Town Center for the Clothing Restriction.
  • Buildings: The ambient sound volume of the Expedition Station was reduced to be less dominant in the overall soundscape
  • Notifications:Improved the visuals of the tasks overview in the upper left corner.
  • Notifications: Improved displaying of notifications, some of them now stay active until clicked, so they catch your attention better.
  • Survival Handbook: Increased size of Survival Handbook for better readability.
  • Game: If the player starts a new session the game is no longer paused during the intro camera animation and dialog.


  • The Forester’s Lodge is currently a bit imbalanced. Having the option “Cut & Reforest” active does not result in trees being cut down and planted again equally. Cutting them down is much faster.




The previous Side Missions were very prototypical and most players didn't even notice them. Now the missions have been replaced by new and better balanced missions, which can be accepted or rejected. We've also updated the messages your settlers give you for completing or failing a mission.

- New mission -

- Completed Task -

- Failed Task -

Furthermore, two new Side Missions can be unlocked by upgrading the Town Center to the third level. Through these, New Settlers can occasionally be added to the settlement.

- New Task Window -

- Radio transmission in the Town Center -

- Towncenter Tier 3 Upgrade -



The initial Tutorial was short and a lot of you reported that it was also very loose and minimalistic. For this reason and with your feedback in mind we have rewritten the tutorial completely, it is now more fun and feature packed, helping newcomers to get a better grip in the game. You will learn, step by step, how to build your first settlement. In this course we have also added our first story character: "Arthur Sawchyn". He’ll guide you through it, making remarks and giving helpful advice on how to expand and rebuild your settlement.

- Arthur Sawchyn -

- New highlighting in the Tutorial -

- New Achievement -



[h2]We've updated the Roadmap and revealed another month of development![/h2]



[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]
____
[h2]On the occasion of the new Tutorial there is a stream on our Twitch channel today at 6 p.m. CEST. We go through changes in Endzone together and talk about the current state of development. Join us![/h2]
____

- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7432.32175 -

Patch #003 - Early Access - Fixes Tweaks

Hey there survivors!

We know, we just shipped a new major patch yesterday, but there were a few more things we urgently wanted to be fixed or adjusted, so your gaming experience gets even better.

The changes are mainly some "Quality of Life"-changes that were either necessary or just some feedback from our dear community, we decided to implement.

  • Fixed an error in the TaskService when clicking “Build next” or “Repair next”.
  • Fixed radioactive rain not irradiating the environment.
  • Market no longer stocks weed as the Pub needs it in its inventory.
  • Scrap and wood can no longer be irradiated by the environment. This fixes the issue that tools, neckscarfs, etc. could be radioactive.
  • Expeditions, from which you can find a random field/plantation seed, will no longer spawn seeds that the player already owns.
  • Players can now try to get into the Endzone Story multiple times.
  • Expeditions now take the right equipment with them when they are sent to loot a resource deposit.
  • Swapping resources between the expedition and the location they are looting now works more reliable while swapping different amounts.
  • Fixed settler badges being displayed wrong sometimes.
  • Fixed stats not being displayed in production buildings.
  • Unique story expeditions are now only spawned once per map.


  • A Market will no longer “steal” resources from another Market.
  • Increased max. worker amount of Medical Facility: 1 -> 3.
    If you are playing from a savegame, only newly built Medical Facilities will be affected.
  • Increased max. worker amount of Workshop: 1 -> 2.
    If you are playing from a savegame, only newly built Workshops will be affected.
  • Changed threshold until settlers achieve a badge: 5 -> 4 seasons
  • Improved various tooltips for buildings and tasks.
  • Large Scrap Piles now provide more scrap and therefore need a Scrapyard to collect them.
  • There will now always be a rainy season after a drought season
  • There will now always be a rainy season after a no-rain season, if the upcoming season is not a drought.
  • Remastered and improved ingame music.
  • Settlers spawned by a story expedition now walk to the Expedition Station after "Loot & Return".


  • 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.


[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 0.7.7412.33364 -

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 -