Endzone - A World Apart (In Development) Updated to 0.7.7698.30765 (Galaxy & Offline Installer) Please download the English offline installer, it has become multilingual now. Select your language inside the installer options. Changelog posted by the developer in the game forum: Part 1/2 Dear fellow Survivors!
Some time has passed since Endzone - A World Apart started into Early Access in April last year. It has been an incredible journey and we are just awestruck by our great community and the rich feedback we got from you all. We already stated earlier that our Early Access period will be roughly a year and we stand by this claim, which is why Endzone releases as a full game on 18th of March this year. For this reason, we will interrupt our regular pace of one major update per month and dedicate our resources to optimization, improvement and, most importantly, working on brand new features for our release update, which is why there will be no further update in February. To not leave you hanging, a Community Preview will be made available in February, where you can also enjoy some of the bug fixes and improvements that will be part of our release version. We understand that for some of you our news might come as a surprise (we didn’t talk too much about our release date), as you might have thought that our early access period might be even longer.
We think that our game has matured tremendously over the whole development and especially since the start of its Early Access period. Development has been driven and influenced by what you had to say and wished for, which often matched our own vision but sometimes gave us a completely new perspective on what to prioritize on. It is hard for us to let go and we think that you might share this feeling with us, so we’d like to let you know what will happen to Endzone and what you can expect from us during 2021.
With the release on 18th March 2021, Endzone will get a big release update, including brand new gameplay features, targeted especially at the late game.
After that we’ll support the game with bug fixes and Quality of Life improvements. We know that you’ll want to give us feedback especially on the newly introduced features and we’ll still be all eyes and ears about that.
However, in the following months, there won’t be big new feature updates as there were during Early Access.
The team will focus on evaluating and eventually start porting the game to modern consoles, with time and resources spent on a good user interface. If all goes well, the PC version of the game might also receive gamepad support.
At the same time, we’ll start working on a classical “add-on” which is targeted to also come out in 2021. We already have some ideas for that but as always we’d love your ideas and feedback of what you would like to see.
As always, we’d love to hear from you and what you have to think about this.
Stay Healthy,
Your teams from Gentlymad & Assemble
--- Added ---
• Expeditions: Added several special buildings and technologies that can now be collected during expeditions or doing side missions.
• Research: Added 2 new technologies to reduce the penalty of placing Wells and Fishing Huts next to each other.
• Research: Added technology to increase the inventory size of explorers.
• Research: Added new stories to Military Base, Fast Food Restaurant, Construction Site and Harvester.
• Buildings: Added 2 new decorative buildings, that can be unlocked via side missions and expeditions: Memorial and Pavilion.
• Buildings: Added 5 new decorative streetlamps.
• Buildings: Added an upgrade for the tailor building that doubles the possible workforce and provides a better production efficiency.
• Buildings: Added an upgrade for the workshop building that doubles the possible workforce and provides a better production efficiency.
• Buildings: Added a new ruin type, the police station.
• UI: Added additional info for all buildings of the same type directly in the scene. This gives an overview of all buildings that use the same recipe. Additionally, you can now change the current recipe without having to click on the object beforehand. You can toggle this info in the lower HUD and in the game settings.
• Side Missions: Implemented Research missions for the upgraded tailor and the upgraded workshop.
• Scenarios: Added a new scenario: “Dark Times” where you have to rebuild a nearly destroyed settlement. This also includes a new achievement for finishing the scenario.
--- Fixed ---
• Buildings: Visitors now leave the building if the condition of a building is 0%.
• Buildings: Prevent builders from being blocked too long in medical facilities.
• Buildings: Fixed error that prevented buildings from upgrading.
• UI: Research equipment marker is no longer falsely shown in a story dialogue if enough research utensils were already collected.
• UI: Fixed “Mark for salvaging”-button of ruin not showing while the inspector is open after an expedition returned.
• Trader: Fixed time until the next trader arrives not being shown.
• Settlers: Fixed an error that could occur when tasks could not be spawned.
• Settlers: Fixed a bug when creating tasks for settlers and their inventory was nearly full.
• Settlers: Hunter don’t tranquilize more animals if there are already tranquilized animals lying around.
• Side Missions: “Strange Explorers” and “Unknown Researchers” side missions now are instantly solved if the player has reached 1.000 expedition rations.
• Performance: Big performance boost when playing with higher game speed.
• Expeditions: Explorers no longer discard their radiation protection if the player selected “None” for tools (and vice versa).
• Expeditions: Removed research utensils from two Greenhouse stories which should not have been there.
• Expeditions: Fixed possible bug where, after an expedition was cancelled, the explorers gathered too early, causing an error.
• Expeditions: Fixed expedition not starting in some cases when Expedition Post was missing resources.
• Expeditions: Fixed Action Points not calculated correctly if Expedition Rations were requested as advantage.
• Expeditions: Amount of ruins with research utensils left can no longer become negative if ruins are removed by the player.
• Expeditions: Logic no longer tries to remove Expedition Rations from the explorer’s inventory when cancelling a resource expedition.
• Expeditions: Side missions unlocking a random technology no longer unlock technologies blocked by not yet gathered research utensils.
• Pathfinding: Fixed settlers not walking across a dismantled building’s area.
• Settlers: Builders are not “hammering” on a construction site anymore, when they are currently only bringing resources to it.