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Enshrouded's director tells us it's on track for 1.0, but that "there's no reason to stop" once the survival game hits full release

The giant Enshrouded Wake of the Water update has brought players flooding back once more; fittingly so, given that it's all about the introduction of the wet stuff to one of the best survival games in recent years. As we approach the two-year mark, I asked creative director Antony Christoulakis how much has changed for Keen Games since release, what the future holds as it builds towards the planned 1.0 launch in 2026, and what comes after that.


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Changelog for Hotfix #31 v.0.9.0.1

[p]The revision of Hotfix #31 is 848844[/p][p][/p]
Changelog
  • [p]Fixed a crash that could happen when exiting the game.[/p]
  • [p]Fixed a crash that could happen specifically on 13th and 14th Generation Intel CPU’s.[/p]
  • [p]Fixed the issue where survivors would forget their bed assignment when restarting the game.[/p]
[p][/p][p]Note: we are aware that for some players, shader compilation takes too long, and are always working on optimizing it. However, this hotfix should not trigger full shader compilation if you have already completed it after patch #10.[/p]

Changelog for Patch #10 v.0.9.0.1

[p]The revision of Patch #10 is 848023.[/p][p][/p]
Changelog
  • [p]Fixed a potential crash when playing in multiplayer near water areas.[/p]
  • [p]Fixed a crash that could occur when closing the game.[/p]
  • [p]Fixed a crash that could happen when selecting the resolution in the display settings and choosing between two resolutions that are identical in height but different in width. [/p]
  • [p]Improved lengthy loading times after a fast travel on some AMD graphics cards. [/p]
  • [p]Fixed several cases in which enemies would stop moving and attacking. The issue occurred especially in multiplayer.[/p]
  • [p]Fixed an issue with delayed greatsword attacks when used on enemies in water, causing them to get stuck in an endless reaction loop.[/p]
  • [p]Improved the position of damage numbers for enemies that get pushed around by the player.[/p]
  • [p]Fixed an issue that prevented interacting with the world while walking or running. Specifically, it is now possible again to harvest fruit or plant fiber while running. Wheee![/p]
  • [p]The diving helmet item now has a light, illuminating the environment in front of the player. [/p]
  • [p]Fishing bait is now categorized as bait in all menus. Previously, it was labelled as ammunition in some places. Pew pew pew![/p]
  • [p]Fixed Capybara taming bait showing up at the fishing rod as available bait. Please don’t fish the capys.[/p]
  • [p]Improved the handling of filling water pouches with water. [/p]
  • [p]Fixed an incorrect value for enemy weapons of legendary quality dropping wayyyy too often. We wanted to bump the drop rate of legendary enemy weapons up following internal testing, but it was almost ⅓ of enemy loot, which was ridiculously overtuned.[/p]
  • [p]Improved the loot from defeated Hydrak'Dal. [/p]
  • [p]Removed the chance for legendary items from the first tutorial cave. [/p]
  • [p]Reduced the amount of Snapjaws in some of the forest areas of Veilwater Basin. [/p]
  • [p]Tweaked the range of fish that can be caught from fishing spots in some areas.[/p]
  • [p]Increased the availability of clams to make it easier to get pearls. [/p]
  • [p]Increased the yield of bristles from tamed Capybara, up to 10![/p]
  • [p]Removed loot from Scavenger corpses in Drak encampments. You have to defeat your own Scavengers to get their stuff![/p]
  • [p]Removed invisible collisions from the gameworld that could interfere with the flow of water if accidentally ending up in a player base.[/p]
  • [p]The mill crafting factory can now be crafted at Balthazar, the alchemist, once it has been unlocked.[/p]
  • [p]Fixed a few potential blockers for sidequests, specifically quests for unlocking lore weapons.[/p]
  • [p]Added some failsafes for some of the new quests, such as quests about the mill crafting factory and similar. They should now always unlock recipes and proceed correctly.[/p]
  • [p]Fixed a map marker for a location in the Veilwater Basin that was showing up too early.[/p]
  • [p]Fixed an issue that prevented the display of tinting results on the Soldier Chestplate. [/p]
  • [p]Fixed clipping issues for the Summer Games vanity set.[/p]
  • [p]Fixed an issue that prevented the red prop preview model color in case a prop placement location is invalid, for example, when trying to place something onto the Flame Altar.[/p]
  • [p]Fixed an issue with character attributes information about oxygen. It should now show up as intended.[/p]
  • [p]Increased the number of effects that can be shown for a (de-)buff in the status menu. Previously, only four effects could be displayed, which led to an incorrect display for “Soaked”, which has five effects.[/p]
  • [p]Fixed cases in the attributes menu where buffs that have both positive and negative effects ended up with the wrong contributor font color. Also, fixed some cases where a “-” was displayed with the red color font even though the effect was positive for the player, for example, reduced player reviving duration.[/p]
  • [p]Fixed several small additional issues with displayed values in the attributes menu.[/p]
  • [p]Rings now show their stats correctly when viewed in loot containers.[/p]
  • [p]The death screen now specifies if the player drowned or succumbed to hypothermia.[/p]
  • [p]Fixed an issue with the skill tree menu. When opened, the connection lines could get stretched and positioned incorrectly.[/p]
  • [p]Fixed an issue that could prevent text from being displayed correctly.[/p]
[p][/p]
Still Working On It
[p]This patch is the first post-update patch, we will keep working on issues so if you encounter any, please report them! Thank you for helping us make Enshrouded better for everyone![/p][p][/p][p][/p]

Changelog for Hotfix #30 v.09.0.0

[p]The revision of Hotfix #30 is 845905 [/p][p][/p]
Changelog
  • [p]Fixed a randomly occurring crash in the animation system. [/p]
  • [p]Fixed a randomly occurring CPU crash. It could get triggered when returning to the main menu to change audio settings before returning to the game.[/p]
  • [p]Fixed a crash that could occur when closing the game.[/p]
  • [p]Fixed a potential crash when the game detected outdated caches.[/p]
  • [p]Fixed a crash that could occur in combination with large areas of updating water.[/p]
  • [p]Fixed a randomly occurring GPU crash connected to the display of water at a far distance.[/p]
  • [p]Fixed a crash that could occur when using the summoning scepter.[/p]
  • [p]Fixed a crash that could occur when users triggered a large amount of error messages in a short time.[/p]
  • [p]Improved the handling of instances where old save files included broken character save data. Now, these cases issue a warning instead of causing a crash.[/p]
  • [p]Fixed several cases of missing loca-strings.[/p]
  • [p]Improved responsiveness of the join menu when adding or removing favorite servers.[/p]
  • [p]Fixed an issue that prevented the deletion of text with mouse and keyboard in the "filter server names" text input field. [/p]

New Enshrouded update Wake of the Water totally transforms the world, but its dev was "mindful not to destroy your base"

New Enshrouded update Wake of the Water brings one of the most long-absent features to the world: the titular wet stuff. The fantastical, open-world survival-crafting creation of developer Keen Games has always had a lot going for it. I'd certainly rank it not only among the best survival games in recent years, but also one that really stands out from the rest of the pack mechanically. However, it's been notoriously dry... until now. As the team prepares to unleash water across your Enshrouded worlds, I spoke with creative director Antony Christoulakis to learn how deep the simulation goes, and what it means for your existing characters.


Read the rest of the story...


RELATED LINKS:

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