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Enshrouded 1.0 Patch Notes: Every Change in the Full Release

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Written by Soloboom
Posted on October 14, 2026
Categories:
Enshrouded

After its Early Access run, Enshrouded hits version 1.0.0.0 on October 15, 2026 for PC and PlayStation 5. Keen Games shared the launch trailer and the first part of the full changelog a day early in its official 1.0 patch notes post.

This is the biggest update the game has had. You get the complete map of Embervale, a new endgame biome called Cinder’s Cradle, a level cap of 50, and the conclusion of the main story.

The changelog is long enough that Keen had to split it into several posts. Below, you will find every highlight and every line item from Part 1, grouped by system and rewritten so you can scan for what matters to your save.

One warning before you load in: your skill tree will reset the first time you open an existing save in 1.0. Have a plan for your points before you jump back in.

Enshrouded 1.0 at a Glance

The table below pulls the hard numbers out of the changelog so you can see the scale of the update in one place.

ChangeWhat 1.0 does
Max player level50
Max gear level (fully upgraded)55
Max Flame Altars15 after the next Flame Level, 16 at Flame Level 11
New Shroud Roots12 in Cinder’s Cradle, 6 in edge-of-world areas
New enemies14 types in the new faction, 37 in total
New spell types9
Legendary chance from chests+5% for all chests
Hourglass capsule Shroud timeAbout 70% more per capsule
Hollow Hall end-room chest costs25% lower
Wisp of Light duration5 minutes to 10 minutes
Scavenger night patrol damageCut to about 60%
Min survivor roaming distance2 meters
Controller trigger actuation50% press (except ranged combat and fishing)

The Headline Features

Keen opened the post with a set of highlights before the line-by-line changelog. Here is what each one means for you.

A Full Map to Explore

The whole of Embervale is now open, including Cinder’s Cradle in the far north past the Veilwater Basin gates. Its lower layer is a lava wasteland of ruins, while above it the Ancients lifted the earth into floating islands with new fauna, architecture, and guardians.

Cinder’s Cradle sits between Blackmire and Veilwater Basin in size. Bring upgraded gear and your best food, because the new faction guarding it hits hard.

  • New Hollow Halls: Two open up, one in the Albaneve Summits and one in Veilwater Basin (bring a snorkel).
  • Edge-of-world areas: Springlands, Blackmire, and Kindlewastes in particular expand toward the map edges, with fewer points of interest but new rewards and Shroud Roots.
  • Locked structures: The main quest now takes you into old-biome buildings that players have been trying to get into for years.

The Story Concludes

Version 1.0.0.0 wraps up the main story, revealing the truth behind the Ancients and the Shroud. The final champion waits high in the sky, and even after you beat it, the Shroud and the Fell remain in the world.

New Levels of Power

The level cap rises to 50, with gear upgradable to 55. A new Flame Level gates Cinder’s Cradle and raises the Flame Altar cap to 15, and beating the final threat unlocks one more level that lets altars push back the Shroud.

  • New survivor: A specialist in Ancient knowledge and recipes joins your base.
  • New crafting tier: Equipment, tools, food, consumables, arrows, and spells for the new biome.
  • Base comforts: New furniture, props, building blocks, and plants.

Voiced Lore and Survivors

Every lore note, letter, and book is now fully narrated in English, German, and Mandarin Chinese. You can queue notes in a playlist and keep exploring while they play, like an audiobook.

All main crafting survivors and major quest givers are also voiced in those three languages. The German lore narrator is Dietmar Wunder, the German voice of Daniel Craig.

Sparkworks Logic System

Sparkworks lets you build your own gameplay with wired logic, from light switches to trap dungeons, puzzles, and enemy encounters. Keen covered it in depth in its October 8 Sparkworks announcement, and it ties straight into Adventure Sharing.

Visual and Performance Upgrades

The new brick renderer shows far more detail for terrain and voxel builds at a distance, so your castle no longer turns into blocks from afar. Each biome also gets its own lighting, air moisture, and sky settings.

  • Point light shadows: Reworked for performance, so large bases can run more lights.
  • Global illumination: More vibrant Shroud colors and better lighting under trees and indoors.
  • HDR: Now supported on compatible monitors and TVs.

Combat and Magic

The new Cinder’s Cradle faction brings 14 enemy types, and variants for other factions push the total to 37 new enemies. Mages get the biggest boost, with 9 new spell types covering crowd control, area damage, summons, and utility.

  • Eternal spells: Every spell now has an eternal late-game version, and eternal spells and arrows can be upgraded like gear.
  • Skeleton summons: You can actively raise skeletons, backed by new Necromancy weapon gems and support skills.
  • Wand rework: Wands get an immediate heavy attack, unlockable evasive and aerial attacks, better targeting, and free aim.
  • Aiming options: New settings let you fine-tune aim assist and enemy targeting for ranged weapons.
  • Movement: New start, stop, and turn animations, camera tweaks, and reworked steep-slope traversal with fewer involuntary slides.

Early Game Improvements

Keen revisited the first hours for new Flameborn. You get more chests in Springlands and Revelwood, cleaner roads and enemy camps for easier orientation, and reworked early recipes to cut the grind.

Community-requested Changes

  • Shader compilation: Much shorter after game updates or GPU driver installs.
  • Free-flying build mode: A new skill lets you build in hard-to-reach places.
  • Albaneve Summits boss: Health heavily nerfed, more melee openings, and a safer arena.
  • Loot vacuum: Hold a button, or enable an auto setting, to grab scattered loot in a wide radius.
  • Body proportions: Choose classic or more realistic proportions at creation or at the Barber.
  • Chest upgrades: Upgrade storage chests in place without emptying them.
  • Updraft charge: Duration is now configurable in world settings.
  • Custom names: Name your map markers and chests.
  • Fishing: Target specific fish with tiered bait, with better odds for higher-quality catches.

Full Changelog, Part 1

The sections below cover every item in Part 1 of the changelog, in the same order Keen published them. Later parts will follow in separate posts.

Save warning

  • Skill tree reset: Loading an existing save in 1.0.0.0 for the first time resets your skill tree, so spend your points again.

World and quests

  • Full world access: All of Embervale is open, including Cinder’s Cradle, the northern regions, new border areas, and previously locked dungeons; Cinder’s Cradle adds 12 Shroud Roots.
  • Edge-of-world areas: All biomes, especially Springlands, Blackmire, and Kindlewastes, gain areas near the map edge with new quests, points of interest, and 6 more Shroud Roots, at a lower density than critical-path areas.
  • Hollow Halls: New Hollow Halls open in the Albaneve Summits and Veilwater Basin.
  • No-build zones: Most former no-build zones now allow player bases.
  • Quest sorting: Quests are split into main quests and side quests.
  • Albaneve boss lair: Wider walkable area, plus grapple anchors to get back after a fall or push.
  • Shroud in the lair: Lowered below the walkable area to cut visual noise.
  • Shrouded areas: Easier pathing in and out of the Shroud, especially in the Nomad Highlands, which also gets 3 new save points.
  • Obsidian lockpicks: Higher-tier locks need a new lockpick set, starting in Cinder’s Cradle.
  • Wooden chests: Can now hold a silver-chest-level weapon or armor piece; common loot is removed from silver chests.
  • Legendary chance: +5% for all chests.
  • Early chests: More loot chests in Springlands and Revelwood.
  • Gold coins: Now found in chests across Embervale and traded with survivors, mostly for vanity items; gold coins move to the Springlands material set.
  • Hourglass capsules: Appear in many more places, add about 70% more Shroud time, and drop from large Fell foes.
  • Biome transitions: More natural, most visibly between Nomad Highlands and Kindlewastes.
  • Points of interest: Small fixes and polish to POIs and enemy camps everywhere.
  • Early biome rework: Springlands, Revelwood, Blackmire, and Nomad Highlands get reworked terrain, props, plants, and forest density.
  • Material upgrades: Some terrains and materials, such as Revelwood hardwood, look much better.
  • Veilwater plants: Some plants look more realistic.
  • Shroud textures: Improved for materials and objects.
  • Harvesting fit: Trees and bushes now use a harvesting method that matches their size.
  • Old props: Early-production props get more detail and polish.
  • Early camps: Enemy camps and encounters reworked for smoother early pacing.
  • Roads: Bumps, slopes, and textures fixed, and early roads improved for orientation.
  • First level-ups: Your first level-up now comes from placing your first Flame Altar, and the second from freeing the Blacksmith.
  • First cave: Fixed a very high-level sword dropping there.
  • Wooden head quests: Trigger more reliably.
  • Trash piles: Fixed empty containers.
  • Hidden chests: More added in various areas.
  • Stone roads: Stone size slightly tweaked.
  • Water: Fixed waterfall and lake issues.
  • Twitch outfit: New quest and lore for the first Twitch campaign vanity outfit.
  • Air streams: Can now push gliders in any direction, not just up.
  • Parry lore: New journal entries hint at parrying projectiles back, especially at the Albaneve boss, and explain its weaknesses.
  • Rubble: Biome rubble added to terrain material sets.
  • Vengeance quest: Fixed in Veilwater Basin when killing the wrong Drak’dal leader.
  • Horizon clouds: Fully reworked outside the playable area.
  • Mountain ruins: Reworked to suit the new long-distance detail.
  • Eternal spell quest: Updated in Veilwater Basin for more eternal spells.
  • Sun path: Areas behind the Albaneve Summits spend less time in shadow at sunset.
  • Towns: Brittlebush polished and Westcott reworked.
  • Night sanctum: Fixed a level 30 chest dropping level 1 loot.
  • Blood Rose: Guidance issues fixed.
  • Level design: Many small fixes for buried entrances, ladders, and floating props.
  • Archaic Essence: Higher mining yield at all tiers.
  • Mining toughness: Reduced for key building materials such as stone.
  • Spell sources: Versatile spells are found as loot, while niche spells are craft-only.
  • Hollow Hall chests: End-room costs cut by 25%, with new tooltips reminding you to save resources for the next Bone Key.
  • Mark of Sameth: A silver chest is hidden in a suspicious rubble pile.
  • Passion flowers and Saffron: Give more resources.
  • Aquamarine: Ore nodes are larger.
  • Upstreams: Visibility improved, though still hard to see in some lighting.
  • Tumbleweeds: Removed from the Nomad Highlands for now due to glitches and performance.
  • Roadside objects: Better scattering control.
  • Shroud leaks: Fixed deadly or too-high-level Shroud in wrong areas.
  • Blackmire spire: More save points.
  • Farmbeds: Outdated versions removed from farms.
  • Seafood Grill quest: Now starts after you reach Veilwater Basin.

Enemies

  • New enemies: Every existing faction gets new types and variants.
  • Health recovery: Enemies regenerate over time when you leave combat instead of resetting instantly, so quick boss retries keep some damage.
  • Pathfinding home: Better for enemies returning after a chase.
  • Line of sight: More consistent enemy checks.
  • Tamed enemies: No longer investigate player noises.
  • Hearing: Enemies search for you when they hear something instead of knowing where you are.
  • Albaneve boss exhaustion: New phase where it lands, exhausted, giving melee players an opening.
  • Albaneve boss stun: Stun arrows and shock damage now work much better, alongside parrying.
  • Albaneve air push: Pushes you higher so you have time to glide.
  • Albaneve weak point: The back weak point works for all weapons.
  • Albaneve reset: Fixed the fight resetting with players present.
  • Albaneve projectiles: Better flight curve that can reach distant players.
  • Albaneve vultures: Drop resources for stun arrows and lightning spells.
  • Albaneve stupor: Measures added to stop it getting stuck.
  • Albaneve polish: Animation, collision, and hard-lock fixes.
  • Stagger: Shorter, so enemies counter-attack sooner.
  • Tutorial enemies: Always spawn, even on the lowest enemy density.
  • Height awareness: Melee enemies better reach targets above or below them.
  • Hovering and swimming: Better position control.
  • Flying enemies: React properly to long-range attacks and drop correct loot.
  • Group aggro: Nearby enemies join fights more reliably.
  • Susceptibilities: Reworked across many enemies for faction consistency and elite personality.
  • Effective and Resisted text: Now needs at least 20% susceptibility or resistance.
  • Snapjaws: Veilwater Snapjaws count as wildlife, not Drak.
  • Fell Fungal Friends: Health now scales with party size.
  • Water pouches: No longer drop from enemies.
  • Rings: Enemies can now drop them.
  • Head trophies: Added for all heavy-class enemies.
  • Vultures: Combat against them improved.
  • Scavenger Matron: Some attacks, especially the poison area, deal less damage.
  • Grappling hook: Lower stamina cost to hook toward enemies.
  • Scavenger night patrols: Damage cut to about 60%.
  • Reaping perk: Greatly buffed.
  • Shroud Flayer’s Heart: Reacts properly when attacked.
  • Fell Confusion Pheromones: Affect more Fell enemies.
  • Underwater deaths: Correct defeat animations.
  • Fell Vultures: Drop more Enshrouded Vulture Talons for the next Flame Level.
  • Blackmire Snapjaws: Better emerge locations.
  • Hollow Halls ectoplasm: Now drops from hounds and Hollow melee fighters too.

Gameplay

  • Level caps: Player max level is 50 and fully upgraded gear reaches 55.
  • New spells: 9 new spell types across various tiers.
  • Spell tiers: Many extra tiers for existing spells.
  • Eternal spells: Every spell has an eternal version, many unlocking in the highest tier.
  • AoE cursor: Area spells show a ground cursor at the target.
  • Spell balance: Each spell type has a clearer role, with outliers brought in line.
  • Spell VFX: Several effects reworked.
  • Wand heavy attack: Wands now have heavy attacks.
  • Target switching: Faster after attacks with wands and bows in hard-lock.
  • Wand free aim: New option in combat gameplay settings.
  • Wand specials: No longer interrupted by enemy hits while casting.
  • Blocking direction: Uses the camera direction for faster, more responsive blocks.
  • Weapon stats: Many weapons get better stats and perks.
  • Hollow Hall weapons: Reworked to excel against the Hollow while staying useful elsewhere.
  • Weapon gems: Battle Mania and Obsession toned down; Toxic Reaction buffed from +21% DPS at level 10 up to 65% at level 50.
  • Base animals: Weapon gems no longer harm them.
  • Lesser Necromancy gem: Now has a companion cap, and Necromancy companions lose health over time out of combat.
  • Skeleton companions: Attacks no longer get interrupted.
  • Controller aim assist: New aim snap and stick aim assist settings.
  • Target selection: Melee prefers nearby enemies, while wands and unaimed ranged shots favor the screen center.
  • Range-aware targeting: Wands and spells only pick targets within their range.
  • Explosive barrels: Can be targeted with wands.
  • Camera fixes: Smoother zoom while building and mining, plus better auto orientation in fights.
  • Hard-lock camera: Small improvements and a fix during merciless attacks.
  • Camera inertia: New accessibility setting that may help with motion sickness.
  • Prop and enemy colliders: Reworked so the camera clips less in tight spaces and fights.
  • Free-fall respawn: If you fall with no stamina, you can respawn mid-fall.
  • Dagger skills: Moved from the warrior tree to the assassin tree.
  • New skills: Aerial Wand Attack, Wand Evasion Attack, Advanced Necromancy, Totem Mastery, Blast and Cast, Puncture, Barrage, and Survival Instinct.
  • Skill costs: Many reduced and buffed based on community feedback.
  • Updraft behavior: Configurable in game settings.
  • Skill rebalance: Costs, effects, and positions adjusted for Veteran, One-Handed Specialization, Inner Fires, Snap, and others.
  • Arrows: Costs and effectiveness rebalanced for rangers.
  • Eternal arrows: New eternal ember and eternal voltaic arrows.
  • Shroud time: Stacked Shroud-time extensions are weaker, offset by many more hourglass capsules.
  • Blocking stamina: Stamina now recovers while blocking.
  • Deadly Shroud warning: Clearer messaging.
  • Benches: You can sit anywhere on them again.
  • Combat pushing: Less stuttery movement when pushing against enemies.
  • Camera tool zoom: Now works on controller.
  • Explosive bombs: Rebalanced, with a fix for excessive damage to hard building materials.
  • Summon cap: Player-spawned creatures have a maximum, and the oldest gets replaced.
  • Harvesting tools: No longer soft-lock on distant enemies.
  • Gliding over tar: Animation fixed.
  • Two-handed axes: Second hit and whirlwind no longer miss.
  • Heavy melee: Can now hit several nearby enemies.
  • Wards: Renamed for consistency.
  • Achievements: New ones for the new biome, and Shroud Root achievements include the new roots without re-unlocking.
  • Watering can tutorial: Added.
  • Pickaxe damage: Higher in upper tiers.
  • Fishing rework: Every fish lives in every body of water; bait tier decides what you catch, and rare and epic chances are higher.
  • Improved bait: Guarantees same-tier fish.
  • Fishing loot: Trash and treasure rebalanced, with better treasure.
  • Japanese crouch hint: Input hint fixed.
  • Weapon models: Many weapons that shared a model now have their own.
  • Wisp of Light: Lasts 10 minutes, up from 5.
  • Prop damage: Weapon and ammo damage to props and terrain polished.
  • Shroud Survival Flask: Drinking it during the buff now extends it.
  • Glowing weapons: Glow effects added where they belong.
  • Join permissions: Hosts set a default permission level with a single password, then promote or demote players, and the setting sticks on rejoin; dedicated servers keep user groups.
  • Exploding objects: Better hit reactions, especially for stacked barrels.
  • Bed fast travel: You can fast travel while sleeping in a bed.
  • Camp anvils: Now repair shields and wards.
  • Tombstones: Fewer in hard-to-reach spots.
  • Pick specialization: More effective.
  • Automatic enemy count: New server option that scales encounters to the nearby party size.
  • Empty corpses: No longer show a loot prompt.
  • Leech perks: Early game uses flat values, while percentage leech is reserved for specific late-game gear.
  • Controller climbing: Fixed overly fast climbing with slight stick tilt.

Crafting and survivors

  • Gem forge: Can be placed in your base late in the game.
  • Earlier chests: 24-slot storage chests and Magic chests come earlier.
  • Chest conversion: Upgrade storage chests or convert them to magic chests without emptying them.
  • Barber body types: Elio can switch you between classic and realistic proportions.
  • Eternal upgrades: Class crafting survivors upgrade eternal spells and arrows.
  • Mei-Yin Chen: Crafts vanity items for gold coins, takes over recipes such as fireworks and confetti bombs, and has a placement preview.
  • Survivor roaming: Set the distance before first placement, with a 2-meter minimum.
  • Armor set unlocks: Each Flame upgrade automatically unlocks the next tier’s armor sets.
  • Ranger sets: Revelwood and Nomad Highlands tiers now each have one craftable ranged set and one dagger set, while Marksman and Sharpshooter become loot.
  • Dagger set perks: Assassin, Frostbite Slasher, Blood Feather, and a new set swap sneak damage for melee crit chance.
  • Survivor pathing: Fewer tight squeezes, fewer clipping into walls or ground, and better bed, chair, and spiral staircase use.
  • Potion water: Display fixed.
  • Base pathfinding: Better for survivors and animals.
  • Fish recipes: More categories.
  • Legacy dialogs: Removed from non-crafting survivors.
  • Biome stone: Recipes use the local stone variant instead of Springlands stone.
  • Lumberer gloves: Now unlock their recipe.
  • Factories and cooking: Higher yields and shorter times, especially for bulk items.
  • Farm animals: Produce much faster.
  • Plant growth: Generally faster, with large plants and trees taking longer.
  • Recipe balance: Less grind, such as fewer parts for Alchemical Base and less Shroud Adhesive for the glider.
  • Armor recipes: Cheaper and more even across sets.
  • Dialog polish: Texts revised for voice-over, with some new lines.
  • Legendary runes: Needed one upgrade step later.
  • Spell charges: Use mined gems, with rare and low-tier resources removed to cut grind.
  • Factory animations: Improved for early models.
  • Puke Potion: New personal recipe that clears food buffs.
  • Skewers: New Revelwood-tier recipes.
  • Harvesting tools: Now salvageable.
  • Important recipes: List refocused on new mechanics and progression items.
  • Recipe sorting: Important recipes sit at the top of personal and survivor lists.
  • Antiseptic: Use option removed; it is a crafting resource only.
  • Early unlocks: Fixed recipes unlocking a tier too soon.
  • Critter parts: Can make chitin powder.
  • Ectoplasm: Less needed for spells, arrows, and Hollow Hall furniture.
  • Flame Level recipes: Levels 6-9 need fewer resources, with Electric Organs and Poison Stings replaced by common items.

Adventure Sharing and base building

  • Sparkworks: Craft new tools and interactive props, then wire them up with behavior rules in a new 2D graph editor.
  • Airborne Architect: New central skill for free-flying build mode.
  • Flame Altar cap: 16 altars once you unlock Flame Level 11.
  • Water: Fixed inconsistent water behavior.
  • Adventure Sharing menu: Show-more buttons per category, a new highlights category, and new creator tags.
  • Votes: You can remove a vote, and view details and vote while visiting an adventure.
  • Large bases: Fixed objects that could not be picked up.
  • Shroud building: Fixed shape glitches near the Shroud.
  • Fences: Animals no longer glitch through.
  • Animal movement: Less pointless running, and better movement for large animals like the Yak.
  • Altar overflow: More protection for saves with too many Flame Altars.
  • Revelwood tree: Missing tree added to recipes.
  • Tree textures: Improved.
  • Night plants: All available as potted plants, with pot sizes in descriptions.
  • Community props: More world props are craftable, many by request.
  • Prop durability: Potted plants, lampions, and others are harder to break by accident.
  • Painting rename: “Flightless Redtail On One Leg” is now “Round-Billed Sailer On One Leg”.
  • Thyme: Now has a seedling.
  • Red marble: Columns and arcs unlock when you discover marble.
  • Food display: Most foods fit on coasters or plates, except skewers and fish.
  • Fish trophy plates: Can sit on the floor.
  • Iron Fireplace: Cooking option removed.
  • Bananas: Early growth stages fixed.
  • Quick Stash Station: Arrives earlier with a short side quest.
  • Beds: New collisions let you place props closer above them.
  • Furniture fixes: Texture, animation, and snapping issues fixed.
  • Ectoplasm Block: Now a tier 2 building material.
  • Cattails and Reed: Can be planted in shallow water.
  • Weapon displays: Weapons show the right model and position.
  • Prop rotation: Fixed props that would not rotate fully.
  • Shrubs: Drop the correct seedlings.
  • Construction Hammer hint: Suggests the hammer when placing voxels from the action bar.
  • Build previews: Hidden while sitting, climbing, fishing, and similar actions.
  • Factory limit: A generous cap with a warning before you reach it.
  • Fish throwing: Low-permission co-op players can no longer throw fish into a base.
  • Controller triggers: Respond at 50% press, except for ranged combat and fishing.
  • Terraform undo: Works with a full backpack, but resources are not returned.

Player movement improvements

  • Stop animations: New ones after running and sprinting.
  • Start animations: New directional starts.
  • 180-degree turns: New run and sprint turn animations.
  • Inverse kinematics: Hands and feet land correctly on uneven ground for players and enemies.
  • Steep slopes: More consistent climbing with less bunny-hopping and sliding.
  • Small stairs: Much smoother on stairs 1 voxel high and 2 voxels wide.
  • Head tracking: Your character looks toward the camera and nearby points of interest.
  • Moving pickaxe: Animation and effect timing fixed.
  • Crouch interactions: Harvesting and looting no longer stand you up.
  • Small glitches: Fixed in combat and exploration.
  • Grappling hook: Better pull trajectory.
  • Hair and armor: Many hair clipping issues fixed.
  • Mixed armor: Less clipping, especially boots and pants.
  • Hairstyles: Several new options at the Barber.
  • Potions: The correct potion model appears in hand.
  • Shield display: No longer appears when drinking or eating with a two-hander.
  • Tinting: More older armor pieces and the Scholar Of The Empyrean set are tintable.
  • Daggers: Some flipped so the blade points the right way.
  • Vanity from action bar: No longer treated as regular gear.
  • Mannequins: Equip all as Armor or Vanity works properly.
  • Animated gear: Displays in the main menu, with icons still to be fixed.
  • Hidden weapons: Weapons hide when opening doors or pressing buttons.

User interface and texts

  • Pre-game menus: Unified start flow and simpler hosting modes.
  • Main menu: Links moved into a sub-menu.
  • Lock icons: Improved per weapon, with no soft-lock icon for melee.
  • 140% font size: Layout fixes.
  • Keybinding conflicts: Better detection and navigation.
  • HUD visibility: Every HUD element can be toggled.
  • Chest names: Name your storage chests.
  • Acquisition hints: Shown in resource details, added where missing, and corrected.
  • Adventure Sharing on controller: Better browsing and layout.
  • Social permissions: Hosts and admins set roles anytime, roles persist, and join messages show permission levels.
  • Custom map markers: Nameable and only visible to you.
  • Quest types: Personal versus world quests are labeled.
  • Difficult quests: Flagged when the area is 2 or more levels above you.
  • Factory menus: Show resources in magic chests.
  • Focus bar: HUD tells you when the special ability is not yet unlocked.
  • Perk upgrade hints: Name the survivor you need, with a new icon.
  • Intro and outro slides: Viewable in the journal.
  • Item stats: Missing damage, healing, and protection values now show.
  • Buttons and toggles: Mouse and controller fixes.
  • Controller navigation: Fixed in journal, character, and crafting menus.
  • Duplicate slots: You can always unequip and re-equip items.
  • Scrollbars: Fixed.
  • Legal tab: Legal texts in settings.
  • Community links: Updated in some languages.
  • Journal item sets: Fixed a max-progress UI issue.
  • Skill popups: No longer clip off screen.
  • Default bindings reset: Custom bindings reset for this update, so check your settings.
  • New bindings: Controller camera zoom on LB plus right stick, voice-over play or pause on L, and torch drop on R.
  • World sorting: By last play time.
  • Buff flicker: Fixed in the HUD.
  • Low-health vignette: Intensity is configurable.
  • Spell icons: Reworked, along with Archaic Essence, Chain Lightning, Shock Wisp, Shroud and Heal Beam, and Protective Barrier icons.
  • Typos: Fixed.
  • Shroud Survival Flask buff: Renamed to match the item.
  • Skillshot stat: Clearer description.
  • Spell crosshairs: Added for new spell types and AoE.
  • Enemy damage slider: Values better reflect actual damage.
  • Salvaging with full backpack: Blocked so runes are not lost.
  • Compass: Shows other players correctly and has finer markers.
  • Button prompts: Correct prompts, such as cancelling fishing on controller.
  • Repair kit: No longer shows the All items repaired message.
  • Auto sort: Separates arrows, spell charges, and bait.
  • Wildlife loot preview: Removed.
  • Fire Aura: Translation fixed.

Sound

  • Narrated lore: English, German, and Chinese, with more languages planned.
  • German narrator: Dietmar Wunder.
  • Playback widget: Queue, play, and pause narrated entries, including during combat.
  • Survivor voice-over: Key crafters and quest givers in three languages.
  • Acoustics: Better reflections, reverb, and terrain detection.
  • Sound limits: Caps on identical overlapping sounds.
  • Camp alerts: Less spammy.
  • Pause: Single player is fully silent when paused.
  • UI sounds: New ones added.
  • Combat audio: Small fixes.
  • Ducking: Dynamic volume lowering keeps lore narration audible.

General visual improvements

  • Brick rendering: Far more detail for distant terrain and builds.
  • Base trees: Visible from much farther away.
  • Global illumination: Uses more of the world for more realistic lighting.
  • Biome lighting: Unique settings for biomes, day and night, and weather.
  • Height fog: Adds depth.
  • Shroud clouds: Outside the playable area.
  • Color grading: More natural tone mapping.
  • Sun brightness: Adjusted.
  • Shroud lighting: More vibrant.
  • Forest lighting: Brighter under canopies.
  • Intro slides: New visuals and the lore narrator’s voice.
  • Outro slides: Added.
  • Rain: No longer falls under trees and bridges.
  • Distant Shroud flicker: Fixed on performance settings, with some shadow flicker still under investigation.
  • Voxel decorations: Shown at greater range.
  • Game icon: Updated.

Technical improvements

  • Video memory: Lower use without quality loss.
  • Performance: Several improvements.
  • Shader compilation: Much faster after updates or driver installs.
  • Delayed effects: Fixed late VFX and SFX.
  • Huge bases: Graphical fixes.
  • Point light shadows: Much lower performance cost.
  • Network memory: Reduced.
  • CPU load: Reduced.
  • HDR: Supported, with a calibration screen.
  • Collision: New system.
  • Microphone search: Fixed a startup issue.
  • Lock icons: No longer break in long sessions.
  • Cloth and hair simulation: Better behavior and performance.
  • Water simulation: Lower memory and better performance.
  • Corrupted saves: Better recovery.
  • GPU presets: Updated.
  • Spawn sequence: Pod sequence plays correctly on slower PCs.
  • Rain puddles: Restored.
  • Server load: Movement stays responsive.
  • Handhelds: Better performance on low-end GPUs and the Steam Deck.
  • Gliding: Less affected by slow servers.

Additional quality of life improvements

  • Loot pickup: Hold interact to collect scattered loot nearby, or enable auto-collect.
  • Text language: Selectable in game settings.
  • Voice-over language: Selectable in the same place.
  • Shroud pushback: Flame Altars can clear the Shroud after Flame Level 11, or earlier via world settings.
  • Server warnings: Trigger less eagerly.

Save data

  • New save format: Smaller files and a simpler folder structure.
  • Migration: Saves from 0.8 or earlier are backed up, then migrated automatically.
  • Local or Steam Cloud: Separate tabs in character and world selection.
  • Read-only warning: Shown if saves cannot be overwritten.
  • Save location: C:\Users\WINDOWSUSER\Saved Games\keen games\Enshrouded\default

Ready to Take Back Embervale

Enshrouded 1.0 turns Early Access into a finished game, with a complete map, a concluded story, and a long list of fixes. The biggest shifts are the new level 50 cap, a far stronger mage kit, Sparkworks, and a much friendlier early game.

Keen has confirmed more changelog parts are coming, so expect additions to this list. You can pick up the full release on the Enshrouded Steam store page from October 15.

Before you log in, back up anything you care about, plan your skill points, and check your keybinds. Then light a Flame Altar and head north to Cinder’s Cradle.

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