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New Enshrouded update makes multiplayer much easier, as 1.0 window is set

If you've stepped away from Enshrouded, waiting for the perfect time to jump back into the survival game, this is it. Developer Keen Games has just released Enshrouded's fifth big update, which is filled with new content and ways to communicate with other players. But that's not all, as we've got our first look at the game's 2025 roadmap and an update on when we can expect the full 1.0 launch.


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Enshrouded Roadmap 2025 & Anniversary Trailer!

Greetings, Flameborn!

That's right, your eyes are not deceiving you: we have the full Enshrouded roadmap for 2025! But before we move on, we have just published the Pact of the Flame update, with a long list of improvements and quality of life updates! Check out the announcement here, or better yet, open the link in a new tab and read it after.

But first things first: why is there a full roadmap for 2025? Well, as we said right from the start, your support has meant that we could the world of Enshrouded a lot bigger than we originally thought, with more features, more biomes, more quests, basically, more of everything! But as you know we're not a big team, and making games takes time, effort, and lot of praying to the machine gods for the build not to crash. As a result, and with a full update schedule for 2025, we are locking down a Spring 2026 release date for the full 1.0 version of Enshrouded.

And just before we move on to the good stuff, we've cooked up a little anniversary video to thank you all for a great year for Keen Games, Enshrouded, and our community. Here's A Year of Enshrouded:

[previewyoutube][/previewyoutube]

Finally, this is what you're all here for: our roadmap for 2025. Click on the picture for a full-size view. You'll notice that some of these features have shipped with update 5, and some are ongoing efforts. As for the rest, we hope you're excited about them!




If you've read all this and the update blog, thanks a lot. It's a lot of words but we hope they made you happy. 2024 was a great year for Keen and Enshrouded, and with your support, 2025 is gonna be great, too!

Thanks,

The team at Keen Games

Enshrouded: Pact of the Flame Update

Greetings, Flameborn!

We’re thrilled to bring you Pact of the Flame, a new update designed to enhance your Enshrouded experience, with some long-requested social features, as well as numerous new possibilities for builders, and a bunch of gameplay improvements and additions. We've also updated a slew of locations and points of interest across the world, and as always, a bunch of miscellaneous other fixes and improvements!

We're also unveiling our plans for 2025 over in this post, along with a really cool anniversary trailer featuring our very own, beloved community and creators, so make sure to middle mouse click it to open in a new tab, and check it out next!


As always, if you're in a hurry or don't wanna read, you'll find the highlights in video format here:

[previewyoutube][/previewyoutube]


Changelog for Update #5 v.0.8.0.0

Version Number: 635482


[h2]Highlights[/h2]
[h3]Social Features[/h3]
Many of you have asked for better ways to communicate with friends and strangers, so for this update we’ve added a range of new social features.

Text Chat
  • Enshrouded now supports in-game text chat in multiplayer sessions, no more spelling out your discord name in blocks to make new friends!
  • Hosts or server admins can toggle the feature on or off in the server settings as needed. The feature is set as “off” by default on dedicated servers, so make sure to enable it.
  • Players can individually select other players and mute their messages.
  • Profanity filter settings can be modified through players’ Steam Settings under Friends & Chat > Chat Filtering. They are on by default on all Steam accounts.
  • A chat log is available on a new “Social” menu page.


Voice Chat
  • Voice chat can now be enabled by hosts or server admins. The feature is set as “off” by default, so make sure to enable it. When enabled, there are two modes available: proximity voice chat or global, server-wide voice chat.
  • In the new Social menu page, players can mute other players and adjust their volume. They can also toggle their own microphone on or off. You know who you'll need it for.
  • In the sound settings, players can mute their microphone, use ‘push-to-talk’ or ‘open microphone’. Additionally, they can adjust their microphone input volume.



Social Hub
  • As mentioned above, a new tab has been added to the in-game menu called “Social”.
  • The Social menu displays all players currently playing in the game world, and players can adjust audio and text settings.
  • It is also possible to see everyone’s server permissions and locate their position on the world map. No more endlessly searching for Steve.


Emotes
  • A new emote wheel offers emote animations. The wheel is opened by the key or button that was previously mapped to the sitting action (by default, X on keyboard and d-pad down on a controller) which is now integrated into the emote wheel.


[h3]Building Improvements[/h3]
We continue to be stunned by the creativity of our community, so we thought it would be a good idea to enhance our building tools a bit with some shiny new features.

First-person camera for building
  • When using the Construction Hammer, selecting a prop for placement, or equipping one of the new building tools, the camera can now be toggled to 1st person view for an improved building experience, especially in tight spaces. Now you only have yourself to blame for that misplaced chair.


Full rotation control for props
  • Props can now be rotated in all axes instead of just the vertical axis. Please note this new functionality is only available for decorative furniture and similar props. Furniture and interactive props like the Flame Altar, beds, benches, chairs, thrones, toilets, and similar can only be rotated around the vertical axis as previously. Building blocks and building shapes can only be rotated by 90° as before.


New tool: Overgrowth editing
  • A new building tool has been added to the crafting progression. When equipped, it allows adding and removing various overgrowth materials (such as ivy) to and from building blocks.
  • The new overgrowth tool can be crafted at the farmer NPC with materials from the Revelwood area.


New tool: Building block decay
  • A new building tool allows adding or removing ruined block visuals at the edges of building walls.
  • The new decay tool can be crafted at the collector NPC with materials from the Nomad Highlands.


Food, drinks and potions placement
  • A new type of prop consisting of plates, boards, and coasters allows the decorative placement of a vast selection of food, drink, and potion items. Finally, dinner tables can have dinner on them!
  • They can be crafted at the farmer NPC when wood planks are unlocked.


New props and materials
  • More than 70 new or previously unavailable props are now accessible for crafting and placing into the player base. This is the perfect time to try out the new placement rotation option! Among others, the new props include:
  • A set of elegant leather sofas.
  • Various large statues.
  • A new set of sturdy doors, including a massive vault door.
  • New sets of braziers and lamps.
  • Numerous home decor props such as baskets, pots, and buckets.
  • New types of room decorations such as room dividers and sigils as wall decor.
  • Two new building materials are available: a yellow variation of the stained-glass building blocks and a new stone wall terrain material.
  • A quest introduces a new trader for vanity items and decorative props while we celebrate the Lunar New Year. The trader will also stay as a permanent villager for the player base if invited by the Flameborn.


[h3]Gameplay Improvements[/h3]
  • Skills can now be individually reset in the skill tree.
  • Visual parry indications have been added to enemies that didn’t show the parry opportunity before. But we all know some will probably still mess up the timing.
  • A visual parry opportunity indicator has been added to enemy projectiles that can be parried.
  • A new farming animal can now be tamed in the Kindlewastes. Get ready for the Dune Armadillo and its offspring to become friends on the farm!
  • Several bugs and glitches have been addressed for pathfinding and behavioral issues for villagers and farm animals during their daily routine. We will continue to work on improving pathfinding and behavior in upcoming updates as needed.
  • Dodge and blink can now be activated earlier during wand attacks to align the availability of defensive moves with the timings of melee weapons.


[h3]Gameworld Updates[/h3]
  • Several settlements and points of interest have been reworked and expanded significantly. Among others, the following locations have been updated:
  • Moth's Grove
  • Saline Quarry
  • Netherton
  • Fox Chase
  • Rookmore
  • Fenrig's Farm
  • Morwenna
  • Roostnook
  • Cloverbrook Farm
  • Mistbury Catacombs
  • In the Springlands, several new settlements have been added:
  • The enshrouded ruins “Midhollow”
  • A new farm location, “Wistful Fields”
  • Various new camp locations
  • Several topology improvements have been added to the Springlands biome.
  • The visuals of the Shroud overgrowth material have been updated.
  • Many locations in the Blackmire region have improved combat encounters.
  • Many locations in the Albaneve Summits have improved combat encounters.
  • A new location called “Event Honor Hall” has been added to the Albaneve Summits. The location is added to the world map when visiting the Ancient Spire of this region. It houses the names of the winners of the Halloween Building Contest 2024.


[h3]Sound Improvements[/h3]
  • New ‘Sound Occlusion’ - sound sources behind other objects or terrain play correctly subdued now.
  • Added new and unique sounds at various areas in the UI: equipping and unequipping items now plays a sound corresponding to the material of the item, notification sounds are now more varied, upgrading weapons sounds are now different depending on the level of the upgrade. Managing your inventory never sounded so good!
  • Added new sliders for sound options to accommodate the new voice chat feature. We all have that one friend…



Changelog
  • Fixed the drop rate for rings in some areas. For example, rings dropped far too often in the areas of the Albaneve Summits.
  • Fixed several small issues with incorrect loot tables.
  • When using a controller, the position of the item wheel has been moved to the center of the interface.
  • As a first step for building from magic chests, the build hammer can now use up building blocks directly from magic chests, provided that you have at least 1 item of the respective material in your backpack. Dismantled blocks are stored in your backpack. In the future, it is planned to continue adding more functionality and convenience features to this.
  • Default button highlights have been fixed for the split-stack widget.
  • The taming timer is no longer aborted when sneaking away from an animal that's currently occupied with eating a food bait. This should make the taming process a little easier.
  • After the animals have eaten, the grace period before they can get suspicious again has been increased, giving players more time to sneak out of range. No more goats with spidey sense!
  • The taming of the cat as part of the quest “Cat Search” has been made easier. Also, the area in which the cat can be found has been reworked to give the player more space for maneuvering while attempting the taming.
  • Hiding from wildlife behind small hills now works more predictably, helping with sneaking and taming.
  • Improved reliability of sneaking and taming on uneven terrain. Previously, falling off tiny bumps in the terrain could scare away animals while trying to tame them.
  • Animals no longer push each other out of the way while the player is petting one of them. How rude!
  • Animals can no longer eat food through solid walls. We didn’t intend for them to be a reference to The Thing.
  • The recipes for cat and dog food have been updated. Cat food now has several meat ingredients and nettle was removed, whereas wolf meat has been removed for the dog food. Our veterinarian players can rest easy now.
  • Fixed additional cases of villagers deciding to continuously run in a tiny circle or to stop moving completely.
  • Fixed a few instances of nests for Fell enemies that didn’t spawn new enemies correctly.
  • Fixed selecting a server and joining it in the server selection menu with controllers.
  • Improved rendering of vegetation. For example, the translucency for leaves looks better now.
  • Improved some stuttering when the game is installed on a hard drive disk instead of an SSD.
  • Fixed an issue that prevented lore items or quest items from dropping correctly from enemies.
  • The skill Merciless Attack now hits larger enemies such as the Sabertooth Cats more reliably.
  • Removed an unnecessary health bar on boss corpses. You can stop, he’s already dead!
  • Increased the lighting in very dark areas of the game.
  • Fixed cases of incorrect display of completed missed Embervale quests.
  • Added several fallbacks and security steps for quests to make sure they correctly trigger in rare edge cases.
  • The information about ongoing shader compilation has been moved from the ESC menu to the HUD for more visibility.
  • Fixed the skill Bloodletting. It now correctly spawns health orbs on critical hits with all magical spells.
  • Exchanged incorrect upgrades for the weapon Composite Bow. It now adds the intended piercing damage.
  • Updated the visuals for red mushrooms. The mushrooms are now called Penny Bun.
  • Added birch as an additional tree type in forest areas.
  • Increased the strength of Obsidian building material. Before it was too easy to destroy it with grenades.
  • Fixed enemy arrows and bolts passing through solid props. Admin, the enemies are no longer doing it sideways.
  • Fixed a few instances where wood falling out of trees while they were chopped would not drop down to the ground as intended.
  • Texture streaming has been improved so that high-resolution textures are much more reliably loaded at the right time.
  • New network improvements should result in less lag or rubberbanding issues, especially when playing with low or medium bandwidth connections in multiplayer.
  • Fixed several cases where anchors for the grappling hook couldn’t be used.
  • Fixed the player's ability to steer the direction while falling. Before, this was only supported when the player had jumped before falling.


If you read this far, thank you for sticking it out! We hope you enjoy Enshrouded's fifth update. Let us know what you think below, and don't forget to go check out our roadmap, too!

The team at Keen Games.

Enshrouded World Design Team Reddit AMA Recap!

Enshrouded has just had it's second official Reddit AMA (Ask Me Anything) with our talented World Design Team, and you can check out the original thread here: https://www.reddit.com/r/Enshrouded/comments/1hbvfl5/enshrouded_ama_come_ask_the_developers_your/


But if you're not a fan of Reddit, we've also collected all the questions in answers in a post on our website, which you can find here: https://enshrouded.com/news/ama-2-recap


And finally, here are some highlights of our 10 favorite questions, enjoy!



[h2]Roadmap When?[/h2]
Optimal-Debt-2652: Will we get an awesome roadmap for 2025 like the one we had this year? Loving the game and the support you have been providing

[h3]Answer[/h3]
We're happy that you love the game! We also love working together with Enshrouded's wonderful community. Rest assured that we are already working full force on the roadmap for 2025. We plan to post some news around the end of January.

[h2]What's your average day like?[/h2]
Creepy_Pin_1572: What is your typical day at work ? Do you place every single piece by hand or do you use assets for towns or houses ? Coffee or tea ?

[h3]Answer[/h3]
Jonas: We have people working in the office as well as many people working remote so there is a big range - what all have in common is a daily meeting to get alligned and than i'd say the typical day is quite focused and productive nowadays since there are fewer newly-developed features which require lots of research and going back and forth. We have a system called "Whiteboxes" that select from a pool of asset options, but when it comes to more important entities its mostly handplaced to fit the location. Water for me, thanks.
TopCat: I'm mostly working remote from home nowadays. Aside from needed brainstorm meetings and planning tasks we mostly work directly on the topology of the world and creating or polishing already existing pois. Most of the poi("point of interest")- defining assets are being placed by hand to ensure the greatest possible quality. For less important parts of a POI like furniture, plants and loot locations we use our "Whiteboxes" which act as a shufflebag for valid props. For me it is tea :)
Maracujahah: I do hybrid, depending on the day. Since I also have a focus on writing, I have workdays/ weeks where I get to brainstorm, ideate, implement and partially playtest stories and quests. It's usually solitary work unless we're brainstorming bigger story ideas for new biomes or NPCs, in which case I often work with Dan. There's a push and pull when it comes to lore - sometimes, we create a new poi with a great core idea that the added story bits help to flesh out. Sometimes, the story or quest idea come first, and we create pois together to support the lore! Coffee all the way!
Toast: I don't build houses, just Reddit posts like this one 😅 And definitely tea, I have a whole cupboard of tasty caffeine plants that get me through each and every day.

[h2]How did you create the world of Embervale?[/h2]
NotScrollsApparently: How do you create so much content on such big maps, can you talk about tooling a bit? Is the first pass procedurally generated or is it all handcrafted? Do you have some ingame editor mode for it or is there an external tool you developed for it? Do you start with the terrain and then think of locations, or do towns and other POIs come first and then you adjust the mountains and terrain to fit?

[h3]Answer[/h3]
Jonas: there is an older video on our youtube channel where i talk about the general process of injecting 3d models into our voxel world - usually the process when tackling a new biome starts with a very rough 3d model which can come from any tool really (its usually sculpted) which serves as a very rough foundation to get an idea for distances and possible poi locations - this is then added as a subbiome scene into the main scene and bit by bit smaller poi subscenes are added as placeholders to their locations while the environment connecting the pois is being plastered with hand placed voxel stamps to give the rough 3d topology base as much detail as the voxel resolution can display. I am in the industry for quite some time now and apart from art content creation was always heavily involved in game and world design (especially for terrain and topology they often go hand in hand) and i cant remember when working on a game world was so much fun as working with our voxel engine is in terms of speed and productivity.

[h2]How long has it been since the Elixir War?[/h2]
Atlantikus: Hello, Keen team! First of all, I want to say thank you! Enshrouded is quickly becoming one of my favorite games. The amount of energy and care you have put into it is obvious and I’m so excited to see where it goes from here! I have a question about the setting and lore of the game. How much time has passed since the player and other Flameborn were sealed in the cinder vaults, and Embervale finally succumbed to the Shroud? I recently explored Raven’s Keep and found the notes describing Lupa’s escape from prison. From that I gather the final collapse occurred within the lifetime of some living characters. So was it not so long ago? Or do Scavenger Matrons have abnormally long lifespans? Maybe this is answered somewhere in the game and I haven’t found it yet. If so, please let me know and I will keep exploring!

[h3]Answer[/h3]
TopCat: We kept the passage of time ambiguous on purpose, but we're generally in the realm of 20-30ish years. During that period not all humans were gone already. There were still people trying to get away from the Shroud. And that is also the reason why some areas look less demolished then others. When it comes down to our larger destroyed castles and towns they have been largely affected by the Elixir War happening shortly before the fall. This timeframe has been picked to ensure quest reasonability and giving us options for new content in the future

[h2]What will the world size look like?[/h2]
The_Nights_Path: Not holding you to any firm commitment on this answer, but what is the world size going to look like out of early access? Also, why are so many people in this world dying on the toilets?

[h3]Answer[/h3]
Jonas: The original worlds size was 8*8km, but we added an extra km on each border to have a more organic world border after we packed too much in too close to the border, so we are currently looking at 10*10km - so there is plenty of space left for us to fill especially since there is a lot of volume left underneath the surface and in addition to that the future might also bring locations outside of the current game world to travel to.
Maracujahaha: I think the toilet deaths were added as an homage to other classic games!

[h2]How did you design an intuitive open world?[/h2]
UchiR: Although this game is open world, we know the player is expected to advance from one area to the next in order of difficulty. How do you try to convey to the player the order in which they ought to transverse between zones, without relying too much on quests and dialogue? (In terms of world design) (Because while playing I totally knew when I was going to meet a spike in difficulty, but it was never explicitly said. Just through observing the environment)

[h3]Answer[/h3]
Jonas: in terms of world design we early on saw that we can't really force the player to take a certain route because apart from various means (like movement skills, the glider and especially transforming the landscape) players can often reach places that we didnt have in mind - so we tried as good as possible to foreshadow the rise in difficulty with locations that look more dramatic if they directly lead into higher level areas - Great to hear that observing the environment worked for you that well!
Maracujahaha: On top of that, I think the only reliable gating we have are the fog zones and their level. They visualize where you can go or what new areas will open up to you when upgrading your Flame. But players can find ways around that when they really want, so it's not a hard cut-off point.

[h2]What are your dream features you could add to the game?[/h2]
ChefRoyrdee: I want to start off by saying I love this game! You folks have done great work and I’m so excited to see where the game is headed. Are there any features in the pipeline that you all are particularly excited about? What was the feature you all wanted but logistically is not feasible?

[h3]Answer[/h3]
Maracujahaha: Thank you very much! On the lore and NPC side, we've got one or two things in the works that excite me for sure. Something I wanted, that we couldn't implement (yet?), is NPCs interacting with each other. Think little mini convos and quips that happen when the NPCs pass each other in the base. Something to flesh them out and make them feel more alive. Aside from that, we all want water, crazy weather and more gameplay opportunities like traps and moving objects etc. in the game world.
TopCat: Yes, for me the most exciting things I would like to see in the world are mostly more interaction possibilities for the players, talking about water, traps, moving things, new ways for traversal and so on. Two of those things we have implemented with the mountain biome already (Ice and Upstreams) but couldn't use their full potential yet, stay tuned for more. :)

[h2]What's up with those mysterious structures?[/h2]
DigitalExpanse: I am curious as to why there are so many ancient structures in the game that have no visible access. Are these meant for future areas to explore or just design choices to add to the atmosphere of the game. I get the mysterious vibe they give, but it also gives the feeling of "unfinished".

[h3]Answer[/h3]
Jonas: Exactly, we often used them as placeholders so we keep places blocked (players can't tear down ancient structures or modify them) so we can flesh out the ancient lore throughout the world down the road.
TopCat: Also, they are keeping the secrets which are still waiting for you to be discovered in the future. So stay tuned for the day we open them up.

[h2]Will we get building voxels of different shapes?[/h2]
No1Schmuck: The voxel building mechanic has allowed for unique structures and deep customization of our bases, as well as interesting destruction effects. In the early access, we are primarily provided mostly angular options and I wonder if there are any plans for the team to provide more curved walls or dome ceilings?

[h3]Answer[/h3]
Jonas: We've recently made experiments to have voxels that look like building materials but are voxeled the same way as terrain materials (so they can be more organic) but so far it has not been that easy to implement those into the ingame building workflow - if we want to add options like those we would not like to just limit those to the hardcore building masters, that are used to create large structures voxel by voxel but we would want it to work within a streamlined part of the building system, so with snapping options and large blueprints available - research is still ongoing on those topics but in general - yes we would love to provide players with more building options in the future.

[h2]Did you expect Enshrouded to be as successful as it was?[/h2]
_bromok_: Hey hey. Were you expecting your game to be such a success when you started developing it? Was there points where you thought you wouldn’t make it? (Like running out of money or huge obstacle’s) Keep up the grate work and stick to your way!

[h3]Answer[/h3]
We obviously hoped for a big success, but our internal plans actually aimed for a much lower number of sales. We wanted to make sure that even then, we could support our team and to continue the development of the game in early access. Now that we have this level of success, though, we are actively expanding the team to develop the game faster and have a bigger level of polish. Prior to the Steam next fest of 2023 - there have been several difficult situations that we needed to overcome in order to be able to continue to work on our vision for the game and to make Enshrouded a reality. We are so proud of the team to have made it this far :)

[h3]And that's all for now![/h3]
Thanks so much for reading this far, and like we said, if you want more answers like this feel free to check out the original thread. We answered over 70 questions in total!

Until next time, Flameborn
The Keen Team

Changelog for Hotfix #20

Version number: 614175

  • Fixed a crash that could occur in the Albaneve Summits’ shroud areas when close to or fighting Fell Sporehead enemies.


Thanks to your reports and with help from some of you on Discord, we managed to isolate and reproduce this issue, linked to one of our new mountain biome enemies!

As always, please keep reporting any issues that occur by pressing F1 and clicking "Report an issue". Thanks, Flameborn!