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Please note that this thread is updated by us and 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.

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.
We fixed that already!

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.

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!
Hi!

Thanks for a very promising game! Cannot wait for first updates - expeditions and further technological developement especially. Thank you for reaching out as well, I though I might come with some feedback while I'm at it.

I would like to point to water usage as a key issue - I end up having to use 30%-60% of available manpower to collect water, even when the water tower and jetty are adjacent. It feels utterly out of proportion to have 5 people working full time to provide water for 10 other people - all the while failing (!) to stockpile sufficient water for 15 people to survive. How much water do these people need? A normal person should be able to carry 40 liters or so at a time. Even with one person making a measely two trips per hour and an 8 hour work-day that is 640 liters per day / 42 liters per person per day.

Ive also noticed a bug when placing buildings where another building/construction site was previously, sometimes the game will not accept the placement of a building there despite showing no red and having previously accepted placement at the exact same location.

Another issue is that the school does not seem to properly display number of students/children do not attend school. A school will frequently display 0 students, despite having a dozen children in settlement. Possibly, the school only displays number of children inside the building at any time, but that only makes sense if you plan on introducing shifts. The relevnt information is how much of capacity is being used, and so long as only one shift exists that should not change depending on time of day.

Thirst - unfiltrated water collected from lake is drank by the settlers at the cistern, however, a settler can laso die from thirst standing next to a lake. Settlers who work far away also dont bring sufficient water with them to survive the trip.

Building access - It seems unnecessarily limiting to force the player to make all entrances/exits to a building available, especially when the number of entrances/exits wary from building to building. Please make it a bit less pedantic and let the player take responsibility for making sure that at least one entrance/exit (either one or two tiles or one of the sides) is available.

It feels a bit disingenious that children cannot be ordered to work at least some jobs in this post-apocalyptic world where survival hangs by a thread. At the very least they should be able to assist with harvest and/or available for emergencies.

All that being said, I love the feel of the game and cant wait to see how you develop it further. I hope for technological advances/building upgrades (pumps? fishing boats? customisable equipment for each gruop of workers?)
Hi Steam-Refugee,

thanks for your kind words and the comprehensive feedback, it's very much appreciated! I already posted it on our internal feedback channels, therefore we'll have a closer look at it!

On a side note, we just released the first patch which might address some of the issues/feedback you just posted. Here's the changelog: https://www.gog.com/forum/endzone_a_world_apart/patch_001_fixes_balancing_version_07740023352

Have a nice evening!
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assemble_made: Hi Steam-Refugee,

thanks for your kind words and the comprehensive feedback, it's very much appreciated! I already posted it on our internal feedback channels, therefore we'll have a closer look at it!

On a side note, we just released the first patch which might address some of the issues/feedback you just posted. Here's the changelog: https://www.gog.com/forum/endzone_a_world_apart/patch_001_fixes_balancing_version_07740023352

Have a nice evening!
The patch does seem to ameliorate the water usage somewhat. In any case, thank you for your kind and quick reply.

Any news on when in april we can expect the update with expeditions?

Looking forward to seeing roadmap beyond may as well :)

Thank you!
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assemble_made: Hi Steam-Refugee,

thanks for your kind words and the comprehensive feedback, it's very much appreciated! I already posted it on our internal feedback channels, therefore we'll have a closer look at it!

On a side note, we just released the first patch which might address some of the issues/feedback you just posted. Here's the changelog: https://www.gog.com/forum/endzone_a_world_apart/patch_001_fixes_balancing_version_07740023352

Have a nice evening!
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Steam-Refugee: The patch does seem to ameliorate the water usage somewhat. In any case, thank you for your kind and quick reply.

Any news on when in april we can expect the update with expeditions?

Looking forward to seeing roadmap beyond may as well :)

Thank you!
My and our team's pleasure! This is our take on a transparent development though. I don't have an exact date to share for the patch, but the feature is already being heavily tested internally...sooo, some time between today and April 30. ;-)

The Roadmap will be updated once we evaluated the feedback and determined the priorities of it. Besides our own plans, of course. In any case, we'll keep you updated.
Post edited April 06, 2020 by assemble_made
Hi!

The game looks very promising! Great job!
I'm a fan of survival games, but I am an even greater fan of survival games that are not 'endless' i.e. which you can actually beat (think Adventure Mode in 'Don't Starve'). What is the objective of your game (other than "Survive as long as possible" of course)?
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Astralius: Hi!

The game looks very promising! Great job!
I'm a fan of survival games, but I am an even greater fan of survival games that are not 'endless' i.e. which you can actually beat (think Adventure Mode in 'Don't Starve'). What is the objective of your game (other than "Survive as long as possible" of course)?
Hey there!
We have a Tutorial, that you can (and should) complete. And after that there are some scenarios, which have a little "storyline" and 3 goals to fulfill. The third mode is sandbox, where you just try to survive as long as possible. :)
Simplified Chinese are missing on GOG.
Attachments:
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lyf67175817: Simplified Chinese are missing on GOG.
Hey,
This is not a bug. Unfortunately, for legal reasons, we cannot include the Chinese language on GOG. Sorry about that.

Best,
Skoddy