Endzone was a huge success for Gentlymad and Assemble. However, its successor isn't doing nearly as well in Early Access which ends with the full release in 24 July. In this interview, Co-founder and Experience Lead Stephan Wirth talks about how the developers are dealing with this - and with the crowded city builder market.

Endzone: A World Apart, developed by gentlymad Studios and published by Assemble Entertainment, is the most successful game to date from these two companies based in Wiesbaden (with over 300,000 copies sold by May 2021). The sequel, which launched on Steam Early Access on 26 August 2024, has big shoes to fill. However, it has not yet achieved the popularity and success of the first instalment, partly because the sequel has a different focus, and partly because Gentlymad has not limited itself to simply repeating the proven formula.

We spoke to Stephan Wirth, Co-founder and Experience Lead at gentlymad Studios, about how the company is responding to player feedback and trying to turn things around. This interview covers not only the changes made to the game, but also communication with critical users, the importance of federal funding for the project and the currently flourishing market for city builder and colony simulation games.


GamesMarkt: Endzone: A World Apart is Assemble Entertainment's most successful game to date. Despite this success, the second instalment had a difficult start with Early Access on Steam in August 2024. What went wrong? What did players not like? Some comments suggest that it no longer felt like its predecessor, but rather like factory automation. What is your take on this?

Stephan Wirth: "When you take big creative risks, not everyone is going to cheer on day one - and that's what we experienced going into Endzone 2. The first game built a loyal fanbase by sticking close to the classic survival city-builder roots. With the sequel, we made a bold choice: to evolve the experience rather than repeat it. Endzone 2 was always meant to be more than just a sequel - we wanted to push the boundaries and rethink the formula."

"We introduced multi-settlement management, automation systems, and a dynamic open world - and for some players, that shift felt like a step away from the grounded survival gameplay they loved in Endzone - A World Apart. The reaction was mixed, and honestly, that was not expected but in hindsight we understood why. Fortunately Early Access is exactly the space where you learn, listen, and adjust. And that's what we did - refocusing on what made the original special, while still expanding the depth of the gameplay. The recent improvements in our Steam reviews show we're on the right track, and that players are starting to see the vision behind Endzone 2 come to life."

GamesMarkt: What ideas and improvements did you have in mind for Endzone 2 when you started working on the game? Which aspects of the game did you want to change, especially in comparison to Endzone: A World Apart?

Stephan Wirth: "With Endzone 2, we wanted to evolve the concept of survival. One of the biggest ideas was moving from a single-settlement system to managing an entire network of 'zones' - each with unique challenges. That meant adding vehicles, dynamic world exploration, and trade systems more akin to Anno than traditional city builders."

"We also rebuilt several core systems from the ground up: the expedition system now lets players actively explore ruins - it's basically a whole different game mode inside a strategy game. The settler AI was completely overhauled, and both the UI and visuals were brought up to modern strategy game standards. So while the heart of the game remains survival, the scope and ambition have grown significantly."


GamesMarkt: How did you deal with criticism from players? In recent weeks, Steam user reviews for the last 30 days have fluctuated between 'Mixed' and 'Mostly Positive'.

Stephan Wirth: "Open communication was key. We've always believed in co-developing with our community - whether on Discord, Steam forums, or through our in-game feedback tool. When criticism rolled in, we didn't retreat. We engaged, listened, and prioritized the most common pain points. We made significant changes based on that feedback: clearer progression, better guidance for new players, rebalanced mechanics, and a stronger focus on the survival atmosphere. Seeing the recent uptick in reviews confirms that we're back on track, and that players see we're listening and improving the game every step of the way."

GamesMarkt: What are your plans for the release of version 1.0?

Stephan Wirth: "Version 1.0 will be the moment where everything comes together - the full realization of what we set out to build with Endzone 2. It'll feature a fully polished game loop, complete system integration, new content, and yes… the long-awaited return of raiders."

"In Endzone 1, raiders marched on foot to attack your settlement. In Endzone 2, they've evolved - just like the player. Now they'll come equipped with vehicles, scavenge like you do, and hit your zones with full-on Mad Max energy. It's not just an enemy mechanic - it's a high-stakes arms race for survival."

"We're also using the 1.0 launch as a chance to refine the game's early experience - making it more accessible for newcomers without losing the complexity and challenge that core players love. The full release will be our message to players: This is the complete vision. Buckle up - the wasteland's only getting wilder."


GamesMarkt: How important was the €1.7 million in funding from the BMWK for Gentlymad/Assemble?

Stephan Wirth: "It was extremely important. That funding gave us the stability and creative freedom to pursue a much more ambitious design for Endzone 2. Without it, we wouldn't have been able to invest in things like reworking our render engine, building systems from scratch, or developing experimental features like interactive expeditions. The BMWK program is a fantastic initiative for studios like ours - helping German developers create internationally competitive, forward-thinking games. Funding support is simply crucial for us developers."

GamesMarkt: How would you describe the current market for city builder and colony simulation games? With new games in this genre seemingly coming out every week, it must be difficult to get attention ...

Stephan Wirth: "The genre is booming - and that's both a challenge and a blessing. There's more competition than ever, but it also means players are hungry for fresh takes. You really need to bring something new to the table."

"What helps Endzone 2 stand out is the blend of post-apocalyptic storytelling, multi-settlement gameplay, and immersive exploration. It's not just about building - it's about surviving, expanding, and rebuilding society one decision at a time. That emotional and strategic depth resonates with players looking for something different."

GamesMarkt: Which market has performed best for Endzone 1/2 so far?*

Stephan Wirth: "Historically, Germany and the U.S. have been our strongest markets - with a passionate, dedicated fanbase in each. But we've also seen consistent interest from regions like China and Eastern Europe, where the survival and strategy genre has always had a strong foothold. Interestingly, we're noticing new spikes in countries we didn't expect - possibly due to content creators or word-of-mouth. It just shows how global the appetite for thoughtful city-building games has become."


GamesMarkt: Are you planning to collaborate with WhisperGames again to release the game in China?

Stephan Wirth: "We had a fantastic partnership with WhisperGames for Endzone 1 - they played a huge role in making the game a success in China, and we're really grateful for that collaboration. It was a textbook example of how strong regional partnerships can help a game thrive in international markets."

"For Endzone 2, our marketing strategy has evolved. Assemble Entertainment is now working directly with specialized PR and marketing agencies in China, Japan, and Korea to better tailor our efforts to each region. It's a new approach, but the goal is the same: to bring Endzone 2 to as many players as possible - in the most authentic and localized way we can."

GamesMarkt: So far, Endzone 2 has only been announced for PC. Do you think there could be console versions, given that Endzone: A World Apart was also available on consoles?

Stephan Wirth: "Oh, that's a great question - especially since this is a bit of a specialty of mine. As Experience Lead, it was both a huge challenge and a real honor to adapt Endzone – A World Apart's PC-focused UI and controls for consoles. Porting a complex strategy game to couch-friendly gameplay was no small feat, but seeing players enjoy the game from their living rooms made it absolutely worth it."

"That said, with Endzone 2 we're currently 100% focused on the full PC release. Between refining Early Access and finalizing all systems for version 1.0, our small team has its hands full - there's just no bandwidth right now to explore console ports."

"Would I love to do it again? Absolutely. But for now, we can't reveal any plans... yet. Let's get the PC version right first - and then we'll see where the road (or wasteland) takes us."



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