Endzone 2 is here – read the community interview with the devs and check it out!

A post-apocalyptic survival colony builder and a sequel to Endzone - A World Apart is here! Get ready to dive into…

Endzone 2, available now on GOG in its early access and with a -10% discount!


Moreover, you can also grab the game’s Artbook, Soundtrack, or Deluxe Edition that gathers it all in one package.
In this title, developed by Gentlymad Studios and published by Assemble Entertainment, you’ll embark on a journey to secure humanity's survival after a cataclysmic disaster. Discover and repopulate the last habitable grounds, while the survival of your people hinges on your wits, foresight, and resilience in a harsh and unforgiving world.
While you can read about all the features and goodness that Endzone 2 offers on our game page, we’ve also had the pleasure of speaking to the developers. These talented individuals took time to answer some of the questions from our community to help players unfamiliar with the series understand what kind of fun awaits them and let those who played the first game know what they can expect in the sequel.
Hope you enjoy the read!
Dr_Worm: I have not heard of Endzone 2 or its predecessor before. What do you feel sets your game apart from others like it?
In Endzone 1 and 2 the players' focus is not only on building a settlement. It is also about surviving against the hardships of an unfriendly and dangerous environment. An environment in which the player not only builds a new home for the survivors, they also gets to explore the ruins of the old world. It’s the mix that makes it unique, presenting various angles from which one can experience the world.
raptorj16: I've not heard of this series before but there's definitely a lot about it that's appealing. My question is: with it being an early access title, will the developers also be paying equal attention to the GOG release? Both in terms of punctual updates and community feedback?
We, of course, will listen to feedback that reaches us, no matter which platform it is coming from. You can even give feedback directly inside the game. As for updates, as with our first title, updates will be available on GOG.
Secondly, will Endzone 2 have Steam Deck Compatibility?
We are currently committed to the PC version of the game. At some point during the early access, we might start focussing on the Steam Deck.
Angelblue: Hello. First of all, thank you so much for supporting GOG and being DRM-free. What were the team's inspirations for creating the sequel?
Endzone - A World Apart, had somewhat reached a point in its development where it became increasingly difficult to add new features and content because of how it was structured on a technical level. By creating a sequel, we could redesign this structure. It also helped us to implement much of what we had learned during the creation of the first title
Will the game have the same lifespan as the first part, or do you expect it to last much longer (adding expansions and DLCs)?
That’s one of the reasons why we decided to create a successor to Endzone a world apart. This time, we structured it in a way that future expansions can be implemented easier and more efficiently.
Sootylicious: Thank you for bringing your games to GOG! Will there be different difficulty settings to choose between? I have health issues but also a love of beautifully detailed colony builders like Endzone and I really want to be able to play the new game!
Yes, there will be different difficulty settings. You will be able to choose from various premade settings or customize your own game settings similar to what it was like in Endzone - A World Apart.
Among all the changes you are bringing to Endzone 2, which one has been the most exciting to work on?
There are two things I would say. First, the new mechanic of having to manage not one but multiple settlements. Designing the game in a way that is understandable and fair, yet also challenging, was indeed very interesting. Second, the new real-time expeditions. Seeing this feature from the first game develop into something bigger, like real-time expeditions, brought with it a lot of challenges but also a lot of joy. Actually walking around in these ruins adds a lot to the immersion of this game.
How will the save system work? Can you have several save files? Is there autosave and can it be turned off?
Yes and yes. You will be able to save as much as you want and whenever you want. Autosave exists and can be turned on/off by the player.
mqstout: Endzone 1 set a new standard for me for UI in games, with so much polish that it made the game smooth to play. Are you having difficulty keeping up with yourselves with Endzone 2? Hoping to surpass your own standards?
First, thank you for your kind words. UI is always a big component in city-building games. We learned a lot through Endzone 1 and I think you will notice a lot of similarities. But there will be changes since various features work differently now and other aspects have become more/less important in Endzone 2. We hope that our UI will be intuitive and easy to understand while providing enough depth to really get into the details of managing your settlements. We will also try to constantly improve upon it with the help of feedback from our players.
The dust storms in Endzone made me feel them. I could taste them/choke on them while playing. I don't know what you did special, but I can't think of any other game that's ever evoked that very physical reaction from me while playing it. I have no idea how you did it. What did you guys do to bewitch me so much during play, some combination of sound and visual and mechanics? Do you think you can pull off similar again?
A lot of things factor into your experience. The changing environment, the sense of urgency, the potential danger, the sound, the music. It’s a package. There are a lot of things that, by themselves, probably wouldn’t have a great effect. We try to think of droughts and sandstorms not as simple game mechanics but rather as events that the player experiences.
unconsidered: Any plans to bring this to Linux?
During EA we want to keep the game limited to Windows since we want to fully focus on bringing new features to the game in a bi-monthly rhythm. Having to target several platforms would add a significant maintenance cost that we can’t bear at the moment.
What was it you learned the most from making Endzone 1 that you applied to the sequel?
I think that would be how much potential this genre and its player base have. This helps us create Endzone 2 in a way that further additions to it are easier to implement. Building it in a more modular way, so that future expansions or mods can be attached more effectively.
What will you do after you're done with Endzone 2?
For now, we want to focus on creating Endzone 2. The EA launch isn’t the finish line but rather a starting point in and of itself. Our attention lies on this title. As for potential following games, for now, those discussions are to be made in the future.
What are your favorite video games and why?
Anno series – super detailed, handcrafted, and well-rounded city-builder.
Banished – for bringing the survival aspect to the city-builder genre.
We’d like to thank the developers of Endzone 2 very much for taking their time and answering the questions.
Now, there’s only one thing left to do – check out their game!

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