From [b]reworked radiation zones[/b] to [b]deadlier sandstorms[/b] and [b]disease outbreaks[/b] that’ll really put your survival strategies to the test, the wasteland is becoming even [b]more unforgiving[/b]—and we couldn’t be more excited.
[u][b]Spotlight: Radiation Rework – A Deeper Threat Beneath Your Feet[/b][/u]
[b]Radiation [/b]is no longer just a simple value tied to each zone. Instead, it now [b]directly affects[/b] the ground itself. [b]Contaminated rain[/b] will irradiate the soil, while [b]clean rain[/b] helps decontaminate it over time. A [b]brand-new overlay[/b] lets you view [b]ground radiation levels[/b], adding a strategic layer to building placement. [b]Constructing buildings on contaminated ground[/b] will raise your settlement’s overall radiation level—exposing your settlers to danger unless they’re equipped with [b]protective clothing[/b]. [table noborder=1 equalcells=1] [tr] [th]
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[th]
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Resources gathered from irradiated ground—like [b]food [/b]and [b]water[/b]—can now [b]contaminate [/b]a zone’s storage, [b]spreading the risk [/b]even further.
This system brings back some [b]familiar mechanics from Endzone 1[/b], requiring players to [b]think carefully[/b] about where they build and how they manage radiation to [b]keep their people safe[/b].
[table noborder=1 equalcells=1]
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[u][b]Spotlight: Sandstorm Rework – No Longer Just Dust in the Wind[/b][/u]
The old "[i]Sanded[/i]" zone state is gone for good. Sandstorms now [b]pack a real punch[/b]—each time one strikes, some of your [b]buildings will take damage[/b]. If a building becomes [b]fully damaged[/b], it’ll [b]stop functioning[/b] until it’s repaired. Just like construction, repairs are handled by your [b]unemployed settlers[/b] and will require [b]resources to complete[/b]. [table noborder=1 equalcells=1] [tr] [th]
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To help you stay in control, you can now [b]disable all repairs[/b] in any given zone if needed—perfect for when [b]resources are tight[/b] or [b]priorities shift[/b].
This [b]new system[/b] turns sandstorms into a dynamic, ongoing threat that [b]forces tough decisions[/b] about what to fix, when, and where.
[table noborder=1 equalcells=1]
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[u][b]Spotlight: Diseases[/b][/u]
The old "[i]Sick[/i]" zone state has been [b]removed[/b]. Now, when a [b]disease outbreak[/b] occurs, it [b]directly affects[/b] your settlers—several are randomly selected and become sick. [table noborder=1 equalcells=1] [tr] [th]
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Sick settlers are [b]unable to work[/b] and will stay that way [b]until they recover[/b]. Recovery can happen [b]naturally over time[/b] or be sped up by [b]visiting a hospital[/b]—just one of the new buildings from the upcoming update.
This rework puts the [b]focus on individual well-being[/b] rather than a broad zone effect, making disease a [b]more personal[/b] and [b]impactful challenge[/b] to manage.
That’s all for now—but it’s only the beginning. We’ll be sharing more details soon about the second major part of this update: [b]Progression[/b]. You’ll be able to [b]define your own goals[/b] for each play session, giving you even [b]more control[/b] over how you survive and thrive in the wasteland.
And that’s not all! Also part of the Progression topic, the update will bring [b]new buildings[/b], [b]fresh expeditions[/b], and [b]plenty of other additions[/b] to explore.
As always, a [b]huge thank you[/b] for your continued [b]support[/b], [b]feedback[/b], and [b]encouragement [/b]across Steam, Discord, and beyond. You’re helping shape the future of [b]Endzone 2[/b], and we can’t wait to show you what’s next. ????
[i][b]Your Teams from Gentlymad & Assemble[/b][/i]
We’d love to have you join us on [url=https://discord.com/invite/worldofendzone]Discord[/url]! It’s the perfect place to share your feedback, connect with other players, and engage in discussions with our team. [url=https://discord.com/invite/worldofendzone]Discord[/url] is our primary platform, and your input would be incredibly valuable. Don’t hesitate—come say hello! ????
[url=https://discord.com/invite/worldofendzone]
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