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Endzone - A World Apart News

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 -

Patch #001 - Early Access - Fixes Balancing



Hey there survivors!

We had several reports from players in Steam, on our Discord and even on Reddit about balancing issues. We investigated your feedback carefully and knew we had to find a solution for this.

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. they are not having enough water or food available. Most of the time this problem happened either at the beginning of a new round or after a drought, so we have modified several systems.

[h3]Settlers now survive longer without food or water[/h3]
  • we implemented this in order to make it easier for the player to recover from situations where no food or water is left. This often caused the settlement to completely fall apart.
    Now it should be easier to recover from dire straits.


[h3]Cultivated fields and orchards wither away much slower during a drought[/h3]
  • Crops on cultivated fields and orchards withered away completely during a drought.
    This often caused an entire harvest to be lost and created a very hard setup for the future of your settlement. Your crops had to regrow entirely from scratch and produced no food for the next couple of seasons.
    Now all crops only lose some of their food amount during a drought, setting the food production back but not destroying it outright.


[h3]We fixed a bug concerning settler homes[/h3]
  • It was sometimes the case that settlers would not search for homes, even though there were homes available. This has been fixed.
    We also improved when and how settlers look for a home. If a settler dies and was living in a house, homeless settlers and settlers that are living in shelters will now try to move into that house. The same is done when a house is upgraded.


  • Fixed a Bug were settlers wouldn’t move into empty houses
  • Inhabitant Amount of buildings should no longer exceed


  • Tweaked Hunger and Thirst values of Settlers to be less punishing
  • Tweaked the impact of droughts on the environment to give the player better chances to survive after a drought
  • Children now spend more time in school per visit
  • Inventories of buildings and the Resources in the HUD on the upper edge of the Screen now give more feedback regarding amounts of resources that are reserved to be picked-up by settlers for consumption or work tasks.
  • Improved “No Resources” tooltip of Market
  • The Profession List in the Profession Menu now also outputs the settlers, that will take over the respective profession soon.
  • Camera Zoom has been tweaked and now has additional zoom levels


  • When the patch is played using a Savegame of an earlier version, the reserved amount for food might currently show a negative number.

[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]

Have a great sunday and a good start into the next week!

- Your Team from Gentlymad & Assemble Entertainment

- Changelog Version 0.7.7400.22651 -

Community FAQ Known Issues

Hello everyone!

We have checked and answered a lot of your reviews and feedback you to the game. Most of the points are often similar in content and are slowly drawing a pattern by which we can identify and already address the problems. We know that many of you are frustrated with the game for various reasons, as many things are either not explained sufficiently or simply need to be optimized in balancing.
For this reason, in this thread we will list the most frequently asked questions of the community and try to give a general answer or explanation.

Please note that we are already addressing and evaluating all known problems.


  • Why do Water Carriers do not use water that is stored in Rain Collectors?
  • Settlers prefer the Jetty and the Well over the Rain Collector. They do this to give the Rain Collectors time to fill up and be full if the lake dries up during a drought.


  • Why do settlers die even if enough water/food is available?
  • Settlers have to walk to the Watertower/storage to get water and food. If those buildings are too far away, the settler might die of thirst/starvation while trying to reach the source.


  • Why do children not move into a free house?
  • Children only move into houses if their parents live there as well.
  • Note that we are aware of a current bug of people not moving into houses or shelters anyway!


  • Why do we need a Refinery when Recyclers do the same job?
  • The Refinery works much faster than the Recycler and stands as an upgrade to the building. It's size and construction costs are a hinderance though when placing it in your settlement. Recyclers can be used to craft resources very close to the building (e.g. the tailors shop or the workshop) that need those resources.


  • Why are my people sad even though i have a Graveyard?
  • The Gravekeeper/Mortician needs to collect the corpses in order to remove them form from your settlement. Ss long as they remain uncollected the debuff appears.


  • The repair function is bugged or builders do not want to repair stuff!
  • After a sandstorm nearly all of your buildings are damaged. A builder has to collect the resources needed for the repairing and bring those to the building. If your settlement consists of dozens of buildings (which it often does at that time) your builder will take quite long to do so. The more builders you have the faster your buildings will be repaired.



  • Why is "Build next" not doing exact that?
  • Builders will only start constructing a building if all resources are brought to the construction site. These resources are brought to the construction site by all your settlers (not just the builders). Since the settlers, that are not builders ignore the "Build Next" button, it might happen that other buildings are constructed first.


  • After a sandstorm or drought settlers consume more food and water?
  • Your settlers always consume the same amount of water and food. The problem lies not within the settlers consumption but rather in the water/food production. During a drought all plants wither away. Your fields need to regrow and berries/mushrooms need some time to recover as well. This means that your production is severely cut down, which might be perceived as an increase of food consumption by your settlers.
  • Note that we are aware of that and currently working on this!


  • Why can I not cover my orchards, but cultivated fields?
  • We implemented this because the trees planted in orchards are to high to place a cover over them. Orchards produce significantly more food then cultivated fields. In order to balance this we gave the fields the advantage of being able to be covered.


  • What is the importance of a Market?
  • The market moves resources out of your storage halls and into the market. Settlers now have a centralized place where they can get their food/water/tools/protective clothing/medicine etc. They have to spend less time wandering around to collect everything they need.


  • My settlers wont stop producing kids - is there a way to stop this?
  • There is no stop function right now. As long as there are free cabins your settlers will produce children.The most reliable option right now is to build shelters. Settlers who live in shelters do not produce more offspring.


  • After 90% of my settlers are dead, I cannot recover. This seems unfair!
  • This problem often shows itself in conjunction with a shortage of water/food. This usually happens after a drought, when your food and water production suffered a significant hit. During a drought all plants wither away. Your fields need to regrow and berries/mushrooms need some time to recover as well. This means that your production is severely cut down, which can cause your settlers to be unable to produce enough resources to feed themselves.


  • Settlers die to fast or do not live long enough!
  • This is correct. We are currently working on making this more balanced and do not punish the player to hard.



[h2]We hope this covers a lot of your questions and concerns. We are sorry for the inconvenience and hope you still enjoy the game. We try hard to adapt the game as soon as possible so that the mentioned problems do not occur anymore or appear comprehensible. Thanks for the detailed and extensive feedback![/h2]

One Tree Planted - Make the world green!

We have just received our certificate from our partner and non-profit organization "One Tree Planted" so it's official now!




Through our Wishlist action with now over 125.000 entries, 4.000 trees are planted in Australia. Furthermore, for every single of the 2,974 units of the "Save the World"- Editions of Endzone - A World Apart on Steam sold so far, a tree will be planted in the Amazon rainforest.
[h3]Thank you to all supporters and furthermore: Let's make the world greener together![/h3]



If you want to support us and One Tree Planted, head right over to the store page and buy the "Save the World"-Edition (Soundtrack of Endzone included):

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