

October 14, 2026
Greetings, Flameborn!
We'll keep this brief: Enshrouded releases tomorrow! We'll help you wait for the last day or so with an early release of our release trailer, as well as our complete changelog!
Check out our sweet trailer:
And here are the changelog's highlights.
The full release 1.0 of Enshrouded finally lets players explore all the hidden valleys and majestic mountains of Embervale. Up in the north, beyond the now open gates past the Veilwater Basin a completely new area can be explored, the Cinder’s Cradle. Cinder's Cradle has two sides. Below, lava flows through a barren wasteland littered with the ruins of a mysterious past, some areas lost to the Shroud, others lost to time and decay. But the player's journey doesn’t end here - above the lava and ruins, the Ancients have lifted the earth to create a realm of floating islands filled with unusual fauna, intricate architecture, and unrelenting guardians. Both worlds are connected through tendrils of the Shroud, reaching ever higher to snuff out a sacred light in the Ancient midsts.
Whilst exploring Cinder’s Cradle, a brand new threat is standing in the player’s path. Bring your best gear, upgrade it, cook the most efficient food before testing your mettle against these new formidable guardians of the last secrets of Embervale.
However, the new biome is only a part of the now complete new map.
Two new Hollow Halls have opened their gates, one in the Albaneve Summits and one in Veilwater Basin - bring your snorkel.
Many new areas have been added to Springlands, Blackmire and Kindlewastes specifically. These new areas expand the previous playable areas towards the edges of the world. While not as densely filled with points of interest as the central areas, they still offer many surprises and rewards for explorers - including new Shroud roots for those who need the extra skillpoints.
As part of the main quest through the new areas, players will visit structures in the previous biomes, some of which had players wonder and desperately look for a hidden entrance for years. The time to investigate what was hidden behind these doors is now!
Players finally discover the mysteries behind the Ancients and the deadly Shroud corruption - and, if all goes well, put an end to the plans that threaten all of Embervale. But it will not be easy; high up in the sky, evil is hiding its strongest champion yet.
With update 1.0.0.0, the story of Embervale is concluded - for now. Even after dealing with the most imminent threat, the Shroud still lingers and the Fell still aim to conquer more territories. But the survivors in Embervale will now have a new sense of hope for this world - and a new inspiration to thrive, flourish and rebuild the realm.
Together with the new region, a new tier of progression is unlocked. The new maximum level for the player is 50; gear can now be upgraded to a maximum level of 55.
Before entering the Cinder’s Cradle, the next Flame Level is waiting to be unlocked - which in turn will raise the maximum of Flame Altars to 15. Rumors have it that besting the biggest threat to the peace of Embervale will unlock yet another level of the Flame - with even greater might to push back the Shroud - enabling Flame Altars to shine in areas formerly unreachable.
A new survivor, specializing in Ancient knowledge and recipes, joins the base.
As with previous biomes, a new tier of crafting progression can be explored and over time unlocked with new equipment, tools, food and other consumables, arrows, spells, giving players the level of power needed on the new battlefield.
The comforts back at home are certainly not forgotten; new furniture, props, building blocks and plants are unlocked as well.
All lore notes, letters, books and other texts found in the world are now fully voiced in English, German and Mandarin Chinese.
Players can continue exploring while listening to lore notes (like an audiobook) - playback of multiple notes can be queued in a playlist.
But it’s not just the books that talk now; all main crafting survivors and major quest-giver survivors are also now voiced in English, German and Mandarin Chinese! Perhaps now they’ll have a bit more to say than just oi…
Players can now create their own gameplay in their worlds using the new logic system called “Sparkworks”. The possibilities range from simple interactions like light switches over dungeons with traps, puzzles, and even enemy encounters, to… well, we think the sky’s the limit. Why not try building a challenging parkour level, or battle arenas, escape rooms - or whatever else comes to YOUR mind!
A new rendering technology, the “brick renderer,” is now used to truly bring the vast open world to life. It significantly improves vistas by displaying a much higher level of detail for terrain and voxel buildings at a distance. Now, instead of turning into a pile of abstract blocks, that intricate castle you made will still look great from afar!
Each biome now feels more different and unique. The various areas have specific lighting, air moisture and sky atmosphere settings, strengthening the idea of exploring a living, breathing world.
Numerous small changes, and some really big ones, have been added under the hood to achieve the impossible. The game runs at a good level of performance with less needed memory, while at the same time looking better than ever before. One example is the improved point light shadows - while predominantly a performance increase, this change allows the engine to render more point lights than previously, which will be especially noticeable in large player bases.
We have also improved dynamic global illumination, which leads to, among other things, more vibrant colors in the Shroud and better lighting beneath large trees, in dense forests, and inside buildings.
Also, HDR is now supported, if you have a monitor or TV that knows what to do with that.
Let's start at the beginning: the completely new faction in Cinder’s Cradle brings 14 new enemy types, which with the enemy variants we’re adding to other factions, adds a total of 37 new faces roaring for a fight.
Investments also went into making all enemies just a bit smarter, better at finding their way through our complex environments, and just feeling more convincing as adversaries.
As for the players, while the changelog is full of many, many small and big improvements for all playstyles, the biggest combat focus of this update was the mage classes. We added 9 completely new types of spells to give mages more tools on the battlefield to handle challenging enemy encounters. This includes new crowd control spells, more area-of-effect damage, summons, and utility spells. Also, many additional tiers of existing spells have been created to broaden the options for mages at all stages of the progression.
All spells now have eternal spell variations for the late game - eliminating the need to worry about running out of charges. Never again will you realize you're out of charges at the worst possible moment. Probably.
Eternal spells, and arrows, can now be upgraded just like weapons or other equipment.
Players can now actively summon skeletons to fight alongside them. They work for free, never complain, and only occasionally get in the way. This, combined with new “Necromancy” weapon gems and support skills, allows players to create an impressive amount of undead minions.
Wand gameplay has been expanded with a heavy attack that is immediately available, as well as unlockable evasive and aerial attacks as active skills. Also, wand gameplay has been improved with many small but significant fixes for selecting targets and general handling, including free aim.
Numerous fixes, improvements and additional settings have been added for aiming with ranged weapons, allowing players to fine-tune the aim assist, enemy targeting, and much more.
Several new skills and improvements have been added to the skill tree. Thanks to community feedback and our own experience playing the game, the balancing of the skills and equipment continued, broadening the range of meaningful choices throughout every step of the progression.
Looking at the combat and movement of the player characters themselves, it was time to add the next layer of quality. We added many small animations to the player character to make turns, starts and stops in and out of running and sprinting more grounded and fluid, while keeping the reactivity and snappiness on the same level as in previous versions. At the same time, the camera has been improved with many, sometimes subtle tweaks and changes so that in the best case, you now completely forget that it even exists.
Traversal on steep slopes has been reworked to make the behavior more consistent and deliberate. At the same time, issues with involuntary sliding have been fixed.
We hope that with version 1.0.0.0, many new Flameborn climb out of that Cinder Vessel for the first time, ready to start exploring Embervale with fresh eyes. It was therefore a perfect opportunity for us to once more look at those first hours of the gameplay and work on the pacing, guidance and fun of getting to know the game’s features and challenges.
We added more chests to the early game regions in Springlands and Revelwood to better reward exploration and also give players more opportunities to try out different gear and level up their weapons with more available runes and loot.
Many roads and enemy camps have been touched up to reduce the chances of getting utterly lost in the open world and instead make players feel more in control of their journey.
The recipes in the crafting progression have been reworked, especially in the early game. The goal was to reduce the grind and get players to the good stuff faster.
Shader compilation times after updates or GPU driver installations have been significantly reduced. Okay that one’s a trick we were always gonna improve it.
A new skill allows building in a free-flying mode. This makes it so much easier to build in hard-to-reach areas.
The boss in the Albaneve Summits has been reworked with a substantial nerf to its health, and with added opportunities to deal damage with melee weapons. Your twig collections will thank us. Also, the arena has been changed to make it easier for players to stay on solid ground or get back to it after jumping or being pushed over the ledge.
Scattered loot can now continuously be picked up in a larger radius. Either on demand by holding a button or automatically by sheer magnificence of being the Flameborn (by setting it so in the gameplay setting). Excluded from this is loot in containers, from enemies or special quest items.
Players can now choose between the classic and the new, more realistic character proportions, either when creating a new character or by changing an existing one at the Barber. Perfect for those of you who weren’t so keen on hobbit roleplay.
Storage chests can now be upgraded. This can be done in place without having to empty them and pick them up first. Huge win for feng shui enthusiasts.
Updraft charge duration is now configurable in world settings, so if you preferred instant updraft, you can have your cake and eat it, too.
Custom map markers and chests can now be freely named. We know that some of you are VERY excited about this one.
Fishing progression has been improved significantly; players can now hunt for specific fish by selecting the designated bait for each tier. Also, chances for higher quality fish have been improved.
And so, so much more..
When playing for the first time in version 1.0.0.0 with an existing save game, the skill tree will be reset. Please make sure to spend the skill points again!
The full game world is now accessible. Yes, all of it. Go touch all the new grass. This includes the new biome, Cinder’s Cradle, filling out the northern regions of the previously inaccessible areas of the map, but also new areas bordering the previous biomes and previously locked dungeons and areas. The area sits between Blackmire and Veilwater Basin in terms of size, and brings 12 new Shroud Roots.
All biomes but especially the Springlands, Blackmire and the Kindlewastes now have additional playable areas close to the edge of the world with new quests, new points of interest and 6 additional Shroud Roots. The overall density of points of interest is lower compared to areas on the critical path.
The gates to the Hollow Halls have now opened in the Albaneve Summits and Veilwater Basin. As always, beware - the Hollow Halls are best visited with dependable friends.
Most areas that were previously marked as no-build zones have been made fully accessible for player-built bases. This should allow for some interestingly placed player-built outposts.
Quests are now sorted into main quests for important progression steps or story elements and side quests for more optional exploration and loot.
Improvements to the Albaneve Summit’s boss’s (that’s a lot of apostrophes!) lair include a wider walkable area, making it less likely to accidentally fall off the edges or get pushed over. Additionally, grapple hook anchors make it easier now to return to the walkable areas after getting pushed over the edge or gliding around the arena.
The Shroud covering parts of the boss’s lair has been lowered below the walkable area. There is already enough going on; the visual noise of the Shroud certainly did not help with keeping an eye on things.
Added numerous improvements to the shrouded areas all over Embervale. Especially in the Nomad Highlands it is now easier to find the way through the shrouded regions and potentially more importantly, out of the Shroud again. Additionally, 3 new save points have been placed in the Nomad Highlands Shroud.
Locked chests and doors on higher tiers now need a new set of lockpicks. Archaic lockpicks are starting in the new biome Cinder’s Cradle. Locks keep getting fancier, so your lockpicks had to as well.
Wooden chests now have a chance to contain a weapon or armor piece on the level of a silver chest. At the same time, the common tier loot has been removed from silver chest loot lists.
Added numerous new enemy types to all existing enemy factions. Some are variations of existing enemies; others are completely new. All of them want to kill you.
All enemies now recover their health over time if players exit the combat area instead of resetting their health instantly. This new behavior will not make a drastic difference for regular enemies since their health bar is relatively small, but it makes a big difference when reattempting a boss after the whole party has been defeated. When re-engaging the boss in a timely fashion, some of its health will still not have fully recovered, giving the party an advantage in the next attempt.
Improved the pathfinding for enemies that try to find the way home after chasing the players through unknown territories. They get scared when they get lost.
Improved the line-of-sight checks for enemies to support better and more consistent decision-making.
Fixed several behavior issues for tamed enemies; for example, they no longer investigate noises from players - they just trust that everything is fine.
Enemies now actually search for players when they hear something instead of magically knowing where everyone is by looking into the current memory of the game.
Added a new phase to the Albaneve Summits boss where it stands on the playable area, exhausted. This allows melee-focused players to get in close for some devastating blows before the regular attacks continue.
The stun meter for the Albaneve Summits boss has been reworked. Before, the best and fastest method was to parry its projectiles back at it. This is still a powerful option, but using stun arrows or shock damage now works significantly better than before.
The air push attack of the Albaneve Summits boss pushes players more upwards than previously. This gives players more time to deploy the glider to get back safely. How nice of them!
The weak point on the back of the Albaneve Summits boss now works as a regular weak point for all weapons; previously, it only worked as a weak point for arrows.
Fixed an issue with the Albaneve Summits boss that could cause the encounter to reset while players were still present in the area.
Improved the flight curve of the Albaneve Summits boss projectiles. The projectiles can now also hit players standing very far away. You know who you are…
The new max level for players is now 50. Accordingly, the max level for equipment is now 55 when fully upgraded.
Added 9 new types of spells, available at various tiers.
Added numerous additional tiers for previously existing spells, so that mages now have a wide selection of options for every part of the progression.
All spells now have an eternal version, many of which unlock in the current highest progression tier. No more worrying about whether or not you brought enough charges.
Area-of-effect spells now have a new ground cursor at the target position.
Improved the balancing of the spells. The goal was to strengthen the unique role of each spell type while at the same time bringing spells in line that were too weak or too strong within the current progression.
Reworked or improved several spell visual effects to better align to the gameplay vision.
Wands now have heavy attacks.
Switching targets with wands and bows in hard-lock is now possible much faster after the attack.
A new free aiming mode for wand gameplay has been added to the combat section in the gameplay settings.
Wand special abilities don’t get interrupted by enemy attacks while casting anymore.
The player's blocking intention and fast reflexes are now rewarded by immediately utilizing the camera blocking direction, rather than the direction the character is facing.. This should make blocking feel more responsive.
Improved the stats and perks for a large number of weapons.
Reworked the weapons that can be found specifically in the Hollow Halls. The goal was to make these weapons work particularly well against the Hollow themselves, while also being effective in combat outside the Hollow Halls.
Rebalanced, fixed and improved several weapon gems. Lowered some stats on Gem of Battle Mania and Gem of Obsession. Buffed the damage of the Gem of Toxic Reaction, leading to a +21% dps on level 10 up to 65% on level 50.
Fixed a bug that caused climbing speed to be unnaturally fast when tilting the movement stick very slightly on controllers.
Players can now place a gem forge station in the player base in the late part of the game.
Regular 24-slot storage chests and Magic chests can now be crafted earlier in the crafting progression.
Storage chests can now be converted to magic chests and upgraded. This can be done without having to clean them out and pick them up as a crafting resource. We know how annoying that was.
The Barber now offers the service of changing the body type from the classical proportions to the more realistic proportions. Or the other way round, Elio supports you either way!
The crafting survivors for the different combat classes now also offer upgrade services for eternal spells and eternal arrows.
Vanity items can now be crafted with gold coins at Mei-Yin Chen, once unlocked.
Moved a few recipes to Mei-Yin Chen, such as fireworks and confetti bombs.
Mei-Yin Chen now has a preview model when placed.
The roaming distance of survivors can now be configured before placing them for the first time.
Reduced the minimum roaming distance to 2 meters.
Reworked the unlock criteria for craftable armor sets. Previously, there were different unlock criteria, such as picking up specific resources, etc. Now, every time the Flame gets upgraded, the armor sets for the following crafting tier get automatically unlocked. This serves two purposes: firstly, players no longer accidentally miss out on important upgrades simply because they didn’t mine the correct material or missed a quest. Secondly, the recipes of the armor sets now better guide the players through the new biome.
Reworked the available armor sets for the ranger classes in the Revelwood and Nomad Highlands tiers. Previously, those two tiers didn’t have a craftable set that focused on dagger builds. The dagger sets could only be found as loot. Now both the tier 2 and 3 have one craftable ranged combat set and one craftable dagger set each. The Marksman and the Sharpshooter sets have instead been converted into loot items for the Revelwood and Nomad Highlands loot chests respectively.
The dagger sets Assassin, Frostbite Slasher, Blood Feather, and a new set now have a melee attack critical hit chance improvement upgrade perk instead of a sneak attack damage increase. This makes the upgrades generally more versatile and a better fit for these sets.
Added a new feature called “Sparkworks” that can be accessed by crafting a new set of tools and interactive props. Sparkworks allows the connection of interactive elements in the player base and adds behavior rules to the interactions. To help players set up complex logic connections, a new 2D graph editor has been added where all the inputs and outputs can be configured and where the connections and rules are visualized in a convenient way.
Added a new skill “Airborne Architect” at the center of the skill tree that enables building in a free-flying mode. All of the scaffolding experts are out of a job now.
When unlocking Flame level 11, the maximum number of Flame Altars in the world is now 16. It’s free real estate!
Fixed several cases where water would act in inconsistent or incorrect ways.
Improved the adventure sharing menu. All sorting categories now have a “show more”-button that takes the player to the complete list of adventures but sorted by the selected category. Also a new category for highlighting adventures has been added and several new tags for creators to pick from to describe their adventure.
It is now possible to remove your up- or downvote on shared adventures.
The name and details of a shared adventure can now be viewed while visiting. Likewise, voting is now also possible while still in the shared adventure.
Fixed an issue that prevented picking up objects in large and complex player bases.
Fixed an issue that caused glitches with building shapes when placing them near the Shroud.
Fixed an issue that caused animals to somehow glitch through fences. Even if farmers might say it’s realistic, it was still annoying.
Fixed that animals would decide to run instead of walk even when it made no sense because, for example, they were close to an obstacle already.
Improved several issues with the movement of animals, especially with the big ones like the Yak.
Added more preventive measures for save data with an impossibly large amount of Flame Altars. We can’t guarantee it will always work.
Added a previously missing tree from the Revelwood biome to the crafting recipes.
Added new stop animations for the player character after running and sprinting.
Added new directional start animations for the player character.
Added new run and sprint 180°-turn animations for the player character.
Added Inverse kinematics for the player character and enemies. This allows hands and feet to end up at the correct position in more situations, e.g. both feet touching the ground when standing on uneven terrain.
Reworked how the player character behaves when walking or jumping up very steep slopes. The goal was to make climbing feel more consistent when a slope is just a bit too steep. We still want to support players looking for a way up, but we also want to make it clear when an area is too steep, so you don't end up in weird gameplay situations that consist of glitchy movement, bunny-hopping, and sliding backwards.
Greatly improved the movement smoothness of the player character when ascending or descending stairs with 1 voxel height and 2 voxel width. We know that sounds oddly specific, but it’s a big deal, we swear.
The player characters now look into the direction of the camera, as well as at interesting objects, enemies, other players, or survivors when nearby.
Fixed animations and issues with the timing of effects when using the pickaxe while moving.
Harvesting bushes, picking up loot or interacting with items while crouching no longer causes the character to stand up.
Fixed several small glitches or incorrect movements during combat and exploration.
The trajectory of the player character has been improved when pulling towards an anchor with the grappling hook.
Fixed many issues with hair looking bad with various armor pieces. Staying protected shouldn’t mean you can’t slay.
Fixed clipping or other issues when combining armor pieces from different sets. Tight boots and loose pants were especially problematic before.
Added several new hairstyles. Ask your local barber for details.
Drinking a health or mana potion now shows the correct potion model in the hand.
Reworked the various menus in the pre-game. Among others, we unified the flow for starting a game. Also, the setup menu for hosting a game has been simplified into easily selectable modes that allow additional configurations if needed.
Slightly re-organized the main menu to have the links in a sub-menu for a cleaner presentation overall.
Reworked and improved several hard lock and soft HUD icons for various weapons. Soft lock icons are no longer displayed for melee weapons. The goal is to give the most useful information for each weapon type.
Fixed several cases where the menu layout or UI elements broke when setting the font size to 140%.
Keybinding conflict detection has been improved. Fixed several cases of possible false positives and the jumps to the conflicts work more reliably now.
Added visibility settings for all HUD elements to give players the power to customize the optimal level of information versus immersion while playing.
Storage chests can now be freely named. We named ours Jeff.
Acquisition hints for resources are now also shown in the details menu of the resources.
Added acquisition hints to several resources that didn’t have one previously.
Browsing the various lists of the Adventure Sharing menu should now work more as expected with controllers.
Fixed several layout issues and improved navigation for the various adventure sharing menus.
Admins or hosts can now set the permission role of other players in the social menu at any time. When a player then leaves and rejoins the session, the previously set role is remembered for the next session. When players join a server, admins and hosts can see a message in the chat widget, informing of the joining and what the permission level of the newly joined player is.
Custom map markers can now be named freely. Note, custom map markers are only visible to the players themselves, not for other players.
Quests now show whether they are personal quests or world quests.
Lore notes, letters and other texts found in the world are now narrated in English, German and Chinese. Other languages are planned for a later date. Now you can have lore beamed straight into your brain through your ears. The future is now.
For German enjoyers, the lore notes are narrated by Dietmar Wunder - the German voice of Daniel Craig.
A new widget gives players full control over the playback of the narrated journal entries. Tracks can be queued or played immediately, paused during combat, and much more.
The important crafting survivors and quest givers now have voice-over in English, German and Chinese.
Added improved sound reflections, reverb and environment detection to have sounds react more correctly to the shape of the dynamically changing terrain.
Added a system that limits the amount of identical sounds that can be played at the same time. This helps reduce ugly sounds in areas with many traps, for example.
Reduced spammy sounds in large enemy camps connected to the enemy alert states.
Fixed an issue where sounds continued to be played while the game was paused in single player. It should now be completely silent when paused. Finally, peace…
Added several new sounds to UI interactions and buttons.
Fixed multiple small sound issues during combat.
Added a new system to dynamically lower the volume of certain sounds. This was required to keep the narrated lore notes audible while continuing with the gameplay.
Thanks to a new rendering method called brick rendering, voxel terrain and buildings now have a much higher level of detail at large distances, drastically improving the look of vistas and far away points of interest. This should be especially noticeable in complex player builds.
Important props like trees can be seen at much further distances in player bases than before.
A more granular representation of the world, including props of a medium size and bigger, is now used to calculate the dynamic global illumination, resulting in an even more realistic real-time lighting.
The various biomes, day and night cycle and weather situations now have specific lighting settings, different air moisture and sky atmosphere settings, which helps convey the “feel” for each region much better.
Added height fog, depending on biome and day and night cycle, to increase the feeling of depth.
Added nice-looking Shroud clouds to the world outside the playable area.
Reworked the colorgrading and tonemapping to create a more natural and harmonic look of the whole game.
Slightly reworked the sun brightness levels to help improve the overall image quality.
The indirect lighting and colors are now more vibrant in shrouded areas.
Improved the lighting below large trees and in dense forests. Previously, the areas below the canopies could be darker than one would expect.
Reworked the visuals of the intro slides. The voice-over is now switched to the lore narrator.
Added outro slides.
Props like trees, wooden bridges, etc. now correctly disable the display of raindrops below.
Fixed a flickering in the Shroud when viewed in the far distance “performance” graphical settings. Note, there can still be some shadow flickering in the distance on performance settings. This is being investigated and will be fixed in the future.
Increased the range at which decorative elements are shown at building voxels.
Implemented several methods to save video memory without sacrificing graphical quality.
Added several methods to improve performance.
Significantly reduced the VFX shader compilation time at the start of the game after updating the game or the GPU driver. A small amount of compilation time is unavoidable, however.
Fixed an issue that led to visual effects and sound effects playing significantly delayed.
Fixed several graphical issues that could occur on very large and complex player bases. Shoutout to everyone who submitted their builds to us to check out via support and social media.
Reworked the point light shadows with the goal to support large player constructions with many lights. Point lighting impact on performance has been drastically reduced.
Reduced the memory needed for server and client communication.
Added several measures to reduce the performance impact on CPUs. They’ve been working hard, and they deserve a break.
Enshrouded now supports HDR if a compatible monitor or TV has been connected. Also, a new calibration screen has been added to configure the HDR settings.
Switched to a new collision system.
Fixed an issue that could prevent the game from starting due to a faulty search for connected microphones. Turns out the game was just trying to find someone to talk to.
Fixed an issue that could cause the soft or hard lock icons to stop working correctly during longer play sessions.
Improved the behavior of cloth simulation, as well as other simulations such as hair and dangling elements on armor and enemies, while also improving the impact on performance.
Improved the memory consumption and performance for the water simulation.
Added additional measures to try and load save data as best as possible even if corrupted data has been detected.
Updated the list of graphics settings presets for the automatic GPU detection system.
Holding the interaction button now collects all scattered loot in the vicinity of the player. This excludes loot in containers and defeated enemies, and quest-related items. A new setting allows players to automatically collect all such loot constantly without a button press.
The language for text can now be selected in the game settings.
At the same location, the newly added voice-over language can be selected.
The Shroud can now be pushed back with flame altars. You can finally show that fog who’s boss. To unlock this feature, the final flame level 11 has to be unlocked. Alternatively, the required flame level can be lowered to any level via the world settings.
Reworked the warning messages for server performance. Previously, the warnings could trigger too soon.
Enshrouded now uses a new save data format which results in smaller save game files and a simpler data structure in the save data folder. Basically, it’s better in every way.
When loading version 1.0 for the first time and the game detects a save game created with version 0.8 or earlier, the existing save data will be firstly backed up and secondly automatically migrated to the new format.
In the character selection menu and the world selection menu, players can now select if they want to use a local save game folder or the Steam cloud folder. This is organized in separate tabs, so make sure to select the correct tab if you don’t see the character or world that you expected to see.
The game now displays a warning that the save data can’t be overwritten for both the world save and the character save. This could happen if for some reason the save data is set to read-only in Windows.
The locally stored save data can now be found in this save data folder in Windows: C:\\Users\\WINDOWSUSER\\Saved Games\\keen games\\Enshrouded\\default
That's it for us for today! Come back tomorrow for the grand finale: our (very cool) Highlights video and the release! One day left!!!
Increased the chance for legendary items by +5% for all chests.
Added more loot chests to the Springlands and Revelwood. The goal is to reward exploration with open eyes and give players more equipment, specifically during the early game, to be able to better experiment with different weapons and try out upgrades for different pieces of gear.
Added gold coins to loot chests all over Embervale; it is now a resource requested by Survivors as exchange for several items, usually of the vanity kind. Even after the end of the world, the free market finds a way…
Linked to the change mentioned above, the gold coin material is now part of the Springlands material item set as it gets unlocked much earlier now.
The hourglass capsules are now appearing in many more places than before and, when used, add about 70% more time in the Shroud, giving players more strategic choices to plan their path moving out of the Shroud, or even deeper yet.
Hourglass capsules now also drop from large Fell foes to give players some time back in the Shroud after a lengthy battle.
Reworked the biome transitions to look more natural in some areas. The most noticeable change can be found between Nomad Highlands and Kindlewastes.
Added small changes to points of interest and enemy camps all over Embervale to fix issues, make them prettier or to improve the gameplay.
Reworked the environments in Springlands, Revelwood, Blackmire and Nomad Highlands in regard to the topology, the look of the terrain and many props, the plants and the density of the forests. They were nice before, but even the prettiest biomes still deserve a glow-up. The tools for creating the world, and our vision for what makes Embervale exciting and interesting for combat and exploration, improved throughout the time in early access, so it was time to revisit the earliest areas and bring their quality closer to that of our more recent additions.
Some terrains or materials received a significant upgrade, such as the hardwood in the Revelwood tier.
Reworked some of the plants in Veilwater Basin to look a little bit more realistic.
Also improved the textures of materials and environment objects in the Shroud.
Reworked numerous trees and bushes so that the harvesting method better fits their size.
Revisited some of the very old props from the early days of Enshrouded production and added detail and polishing where needed.
Reworked the enemy camps and encounters in the early game as necessary to make the early game progression feel smoother and more evenly paced.
Fixed several issues with roads, such as weird bumps or slopes or unpolished textures. Also, especially in the early game, reworked the roads to provide better orientation to players who just started their journey and where stumbling into the wrong enemy camp could easily end very badly.
Tweaked the first level-ups. Previously, walking into Longkeep often triggered a first level-up, which felt unsatisfying. The first level-up is now designed to happen when placing the first Flame Altar; this is not strict science, of course, as players are free to follow their own path. When following the quest line, the second level-up should then trigger when freeing the Blacksmith.
Fixed an issue that could cause a very high-level sword to drop in the first cave.
Improved the quests to collect the wooden heads with new hairstyles so that they trigger more reliably.
Fixed cases where trash containers or piles didn’t have any loot.
Added some more hidden chests in various areas. Where, you ask? I guess you’ll have to find out…
Slightly tweaked the size of the stones on stone roads.
Fixed numerous small issues with waterfalls and lakes misbehaving.
Added a new quest and lore entries for the vanity outfit that was given out as part of the first-ever Twitch campaign. That was… an eternity ago, to be precise.
Air streams can now not only push gliding players vertically upwards, but also to the side, forwards, backwards or even downwards – basically any direction. The possibilities!
Added lore journal entries hinting at the option to parry the projectiles of enemies back at them, in particular the ones from the Albaneve Summits’ boss. Also, added a journal entry that talks about their specific weaknesses.
Added rubble of several biomes to the corresponding terrain materials item sets.
Fixed an issue with the quest “Vengeance” in the Veilwater Basin. It sometimes did not get resolved correctly when defeating another Drak'dal leader instead of the intended target.
Completely reworked the clouds on the horizon outside the playable area.
Reworked the ruins on various mountain tops now that buildings in the far distance have more visual details.
Updated the eternal spell quest in the Veilwater Basin for additional eternal spells.
Reworked the course of the sun so that during sunset the areas behind the Albaneve Summits are not in shadow as long as before. Yes, we can literally move a star. Game devs have more power than our parents give us credit for.
The town Brittlebush has received visual polishing. Westcott was also reworked.
Fixed a treasure chest in a level 30 night sanctum dropping level 1 loot.
Fixed some guidance issues in the Blood Rose quest.
Fixed a very large number of smaller level design issues such as buried entrances, difficult-to-climb ladders or floating props.
The yield of Archaic Essence from mining the corresponding terrains has been increased for all tiers.
Reworked the toughness of several mining materials, especially the materials that are important for larger settlements, such as stones, to help reduce some of the grindy parts of the gameplay.
Redesigned which spell charges are only available via crafting and which are found as loot in the world. As a rule of thumb, more versatile bread-and-butter spells can be found in the world as loot; more unusual spells for specific gameplay purposes are only available by crafting. This helps mages better organize the limited backpack space and only bring the spells that they really want to use.
Rebalanced the costs for opening chests by 25% in the end rooms of Hollow Halls to slightly reduce the need for resource grinding during a Hollow Hall run. Also added a tooltip to Hollow Hall journal entries and Bone Keys item details to make players aware that they should keep some resources to craft the key for the next Hollow Hall in the progression.
Added a silver chest into a suspicious-looking pile of rubble in the settlement Mark of Sameth.
Passion flowers and Saffron now grant more resources when picked.
Increased the size of aquamarine ore nodes.
Fixed some issues with upstream visibilities. Unfortunately, in some lighting situations, the upstream effects can sometimes still be hard to see.
Removed the tumbleweeds from the Nomad Highlands. May they rest in prickles. Don’t worry, they will be back once we solve some glitches and performance issues.
Added another layer of control to the scattering of roadside objects. Previously, they popped up in too many strange locations.
Fixed a few cases where deadly, or simply too high-level Shroud encroached into areas where it shouldn’t.
Added more save points to the Blackmire spire to help in case the climb goes bad.
Removed outdated versions of the farmbeds from several farms in Embervale.
The quest to craft a Seafood Grill now starts after reaching Veilwater Basin and not before.
Added crafting resources to the loot of the vultures at the Albaneve Summits boss that help replenish stun arrows and lightning spells.
Added measures to prevent the Albaneve Summits boss from getting stuck in a stupor during the fight.
Fixed several animation and behavior glitches of the Albaneve Summits boss. Also improved the collisions for the main body and the legs and fixed issues with the target hard-lock for this enemy.
Enemies were staggered for too long after being hit by players. They now have the ability to counter-attack faster.
Added a check that makes sure tutorial enemies are always spawned, even when the enemy density is set to “few” in the world settings.
Further improved the enemy’s recognition of their height level versus their targets, specifically for melee enemies. They now better try to walk up or down or jump to reach their target. It might no longer be over if you have the high ground…
Fixed several issues for hovering or swimming enemies to help them better control their positions relative to the ground.
Flying enemies now react as intended when attacked from very far away.
Fixed an issue where flying enemies sometimes didn't have the correct loot when killed from far away.
Enemies should now better react and come to join the fight when their fellows are in active combat nearby.
Enemy damage susceptibilities have been reworked for a large number of enemies. The goal was to make enemies react to the damage type applied by the players more consistently depending on the faction but to also give individual enemies, especially elite and heavy class enemies, more personality.
Reworked how the floating text "Resisted" or "Effective" is triggered over an enemy that just received a hit. Previously, both resisted and effective could easily be triggered at the same time by the same hit. To counter this, “Effective” is now only displayed, when an enemy is at least 20% susceptible to the used damage. Likewise, “Resisted” is now only displayed when the enemy is at 20% resistant to the used damage type.
Snapjaws in Veilwater Basin are now considered wildlife and not Drak.
Fixed an issue with the Fell Fungal Friends that prevented them from scaling their health in accordance with party size in multiplayer.
Enemies no longer drop water pouches. It was a bit excessive…
Enemies now have a chance to drop rings.
Added enemy head trophies for all heavy class enemies that did not yet have any, old and new.
Improved combat against vultures.
Reduced the damage of some of the Scavenger Matron attacks to bring it more in line with other nearby enemies. In particular, the poison area attack has been toned down.
Reduced the stamina costs for using the grappling hook to hook towards an enemy.
Toned down the damage from the Scavenger night patrols to about 60% of the previous damage.
Greatly buffed the Reaping weapon perk. The stamina regeneration was previously too short to make a noticeable difference in combat.
Fixed a behavior issue with the Shroud Flayer’s Heart. It should now react correctly when attacked by players.
The Fell Confusion Pheromones now affect more Fell enemies. I guess they don’t teach about friendly fire in monster school…
Fixed an issue that caused enemies to not play a correct animation when defeated underwater.
Fell Vultures now drop more Enshrouded Vulture Talons to make it a little bit easier to collect them for the next Flame level.
Fixed some issues with the Blackmire Snapjaws, especially with their selection of locations where to emerge from the ground.
In Hollow Halls, ectoplasm can now also drop from defeated hounds and Hollow melee fighters.
Weapon gems no longer negatively affect animals in the player bases. Your pets send their thanks.
The weapon Gem of Lesser Necromancy now has a limit for the resurrected companions it can spawn. This was a necessary balancing change considering the new spells and additional Gems of Necromancy that were added with this update. Companions from the Gems of Necromancy start to lose health after a while when out of combat. No one lives forever, especially when they’re already undead.
The attacks of skeleton companions are no longer interrupted by enemy attacks. Their primary role in the battlefield isn’t necessarily to deal a lot of damage but they should get at least a few feisty slaps in.
Added several improvements to aim assist for ranged weapons when using controllers. Players can now configure aim snap assist and stick aim assist in the game settings to fine-tune the aim assist.
There are now different settings for ranged weapons and melee when automatically selecting a target. The selection now more strongly prefers enemies that are in close proximity to the player for melee weapons while the center of the screen is more strongly considered for wands or when firing ranged weapons without manual aiming.
The target selection for wands and spells now better considers the maximum range of the projectile of each individual wand or spell to make sure that if a target is selected, it can actually be hit.
It is now possible to target explosive barrels with wands. Good luck.
Fixed several camera issues like too-fast zooms or unnecessary movement while building and mining. Also improved the auto orientation of the camera while fighting
Added several small improvements to the camera when hard-locked on an enemy. Also fixed incorrect camera behavior during merciless attacks.
Added a new setting in the accessibility menu to reduce camera inertia. This may help with motion sickness.
Reworked the colliders of a large number of props to work better with the camera, especially in tight spaces. Similarly, also adjusted the colliders in enemies so that the camera doesn’t clip through them during combat.
When players are in free fall and have no stamina left, the game now offers a Respawn that can be triggered while still falling. The phase is indicated by a specific plummeting animation.
Moved dagger-related skills from the warrior area of the skill tree to the assassin tree, where it makes much more sense.
Added several new active and passive combat skills to the skill tree: Aerial Wand Attack, Wand Evasion Attack, Advanced Necromancy, Totem Mastery, Blast and Cast, Puncture, Barrage , Survival Instinct
Reduced the costs and buffed the effects of many skills based on feedback from the community. That’s you! Thank you!
The updraft skill behavior can now be configured by the players in the game settings.
Rebalanced unlock costs and effectiveness of several skills and adjusted the position of a few skills such as Veteran, One-Handed Specialization, Inner Fires and Snap.
Revisited the balancing of the various arrows to make sure costs and effectiveness provide better options for rangers.
Added new eternal ember arrows and eternal voltaic arrows at various tiers.
Reworked the gameplay around the time management in the Shroud. Through extensive playtests and by observing the community, it became obvious that when stacking several Shroud time-extending effects, the challenge of keeping an eye on the remaining time in the Shroud moves very far into the background, especially in the late-game. While we still like the gameplay around stacking multiple Shroud time extensions, their overall effectiveness has been reduced to make the Shroud more present again in higher tiers. At the same time, many more hourglass capsules are now available in shrouded areas. So, players should still feel like they can spend a significant amount of time in the Shroud; we just hope we manage to make situational awareness more relevant again.
The player character's stamina now also recovers while blocking.
Improved the warning messaging when entering deadly Shroud. That should mean less “how did I just die?”
It is now possible again to sit on any place on benches, not just the middle seat. It’s rude to not leave space for your friends.
Improved the handling of the player character pushing against enemies during combat. Previously, this could lead to weird stuttery movements.
When using the camera tool with a controller, changing the zoom level is now possible.
Rebalanced the explosive bombs and fixed an issue that caused the explosive bombs to cause an unintentionally large amount of damage to very hard building materials. Also, rebalanced several building blocks to withstand explosions in a more convincing way.
Some of the new spells made it necessary to implement a new feature that counts the currently active creatures spawned by players and enforces a maximum. When players cast more creatures than the allowed maximum, the oldest creature gets replaced.
Added small improvements to harvesting tools handling so that they don’t soft-lock on enemies that are too far away.
Fixed an animation issue when starting to glide while over tar or deadly Shroud goo.
Fixed the attack ranges for two-handed axes. Previously, the second hit and the whirlwind attack could miss sometimes; this should be improved now.
Heavy melee attacks can now hit several enemies when they are close to each other. Previously, the attack would only hit the first enemy it encountered.
Renamed the wards to increase naming consistency.
Added achievements for the new biome. We hope you have fun achieving them.
The achievements for defeating the Shroud roots were updated to include the new Shroud roots in the areas at the edge of the world. Players who already unlocked the achievement do not have to re-unlock it, so no need to panic.
Added a tutorial for the watering can, explaining how it can help to keep an eye on the needs of various plants.
The pickaxe damage has been increased in higher tiers. Who is gonna do the first pickaxe only run?
Significantly reworked the fishing progression. Most importantly, all fish can be caught in every body of water, it is just a matter of using the right bait and using a fishing rod that can handle higher-tiered fish. Each bait primarily attracts fish of the same tier. This gives players the ability to target specific fish. At the same time, increased the chance for rare and epic fish.
The improved fishing bait now guarantees that if a fish bites, it is of the same tier as the bait. We had to stop the lesser fish from being so greedy.
Rebalanced the chance for trash and treasure while fishing, especially when using specifically marked fishing spots. Added more interesting loot to the treasure pool.
Fixed an incorrect input hint for the crouch tutorial popup in Japanese.
Added new weapon models for a big number of weapons that previously shared a model with a different weapon. This concerned mostly lore weapons but also regular loot weapons.
Increased the duration of the Wisp of Light from 5 minutes to 10 minutes.
Tweaked and polished the damage that the various weapons and ammunition do to props and the environment.
Fixed an issue when drinking the Shroud Survival Flask while the buff is still ongoing. It now extends the buff as intended.
Added glowy elements to all weapons that look like they should have it.
Hosts now define the default permission level for every joining player with a single password. Afterwards, each player character can be promoted or demoted individually if needed. When this player character then leaves and rejoins, they will keep their individually set permission level. On dedicated servers, the user groups with the associated passwords work as before - promoting and demoting is not possible while playing on the server.
Improved hit reactions of exploding objects such as red barrels, especially when stacking large amounts of them onto one spot. Explosive barrel experiments are performed by trained professionals in controlled environments. Do not try them at home.
It is now possible to fast-travel while sleeping in a bed. Any bedknobs and broomsticks fans in the audience?
Anvils found in enemy camps now finally repair equipped shields and wards.
Fixed more cases of tombstones appearing in hard-to-reach locations.
Improved the effectiveness of the pick specialization ability.
Added a new option called “Automatic” to the server setting that controls the amount of enemies that spawn in each encounter. When Automatic is set, the amount of enemies is scaled depending on the size of the party in a multiplayer game. As “party” counts every player actively playing in the vicinity. Players in other areas of Embervale are not counted as part of the party.
Fixed that empty defeated enemy corpses sometimes still offered the “loot” interaction prompt even if there was nothing to loot.
Rebalanced percentage based mana, stamina and health leech perks. In version 0.8 percentage based leech perks were too strong in the late game. Especially in the early game, perks with leech now use a flat value. In the late game, the very valuable percentage leech is reserved for specific weapons and gear.
Reduced cases where survivors tried to squeeze themselves through spaces that were too tight in the player base. They’re survivors, not xenomorphs.
Reduced cases where survivors or animals would get pushed into the ground or walls.
Survivors, and animals, are now better at finding and using their beds.
Survivors are now better at sitting on chairs, previously it could happen that they would sit in the air next to a chair. It was a good workout exercise, though!
Fixed an issue with the display of water as a resource for crafting potions.
Improved the pathfinding of survivors and animals around obstacles and each other in the player base.
Added more categories for fish recipes so that the list doesn’t get too confusing over time.
Removed some crafting-related legacy dialogs from Survivors who are not crafting assistants.
Changed recipes that require stone to use the stone variation found in the corresponding biome. Previously, far too many recipes relied on the Springlands stone.
Fixed an issue with the gloves of the lumberer vanity outfit. They should now unlock the recipe as intended.
Reworked the yield and production time of numerous factory recipes and cooking stations. Especially the recipes for items that players often need a lot of are now generally more generous and production times have been reduced.
Farm animals are now significantly faster in producing their goods. Maintaining a large herd is troubling enough…
Redesigned the plant growth times to lower them overall and to make it less confusing. As a general rule, large plants and trees now take longer; small plants are faster.
Many crafting recipes received a balancing pass to remove unnecessary resource grind or bring their costs in line with similar recipes, for example the Alchemical Base now needs far fewer parts per resource. While doing so, community feedback was also taken into account, e.g., less Shroud Adhesive is now needed for the glider.
Armor set recipes have been revisited for all tiers. The recipes now need fewer resources overall and the costs should now be more similar between the various sets. Previously, some sets required resources that were much harder to gather than others.
While preparing the survivor dialogs for the voice-over recording, numerous small fixes have been added to the texts to help them sound more natural when spoken out loud. Some new dialog texts were also added where necessary.
Survivors are now better at using the spiral staircases. They’re more complicated than they look!
Legendary items require legendary runes one upgrade step later now.
Added mined gems as a resource to crafting recipes for Spell charges.
Removed several rare or hard-to-gather resources from spell charge recipes to reduce the potential reluctance to use the spells and make it less grindy to replenish the stock. Also reduced a few lower-tier resources from spell recipes, so that mages are not forced to go back to biomes that they have already grown out of for gathering resources.
Added improved or new animations to some of the very early factory models.
Added a new potion to the personal crafting recipes: the Puke Potion. It removes any ongoing food buffs. Not a pleasant experience...
Added new skewer recipes for the Revelwood tier.
Fixed some of the harvesting tools that were not salvageable previously.
Reworked the list of craftable items that are marked as important in the recipes. The list is now more focused on items that introduce a new gameplay mechanic or are vital for the progression through the game.
The personal crafting recipe list is now sorted so that very important recipes are more at the top, whereas recipes that are usually only crafted a few times are at the bottom of the list.
Removed the “use” option in the context menu for Antiseptic. It is simply a crafting resource nowadays.
Fixed a few recipes that were unlocked a tier too early.
Critter parts can now also be used to craft chitin powder, making them relevant in later parts of the game.
Re-sorted a few recipes in the various survivor crafting recipe lists to have the most important or most often crafted recipes more at the top, and more rarely used recipes at the bottom.
Reduced the amount of ectoplasm needed in spell charges and arrow recipes. It has also been reduced for Hollow Hall furniture recipes.
Reduced the needed amounts of resources needed for Flame Level recipes at level 6, 7, 8 and 9. Electric Organs and Poison Stings have been replaced with more common resources.
Improved the texture of several trees. They now look more like trees, if you can be leaf it.
All night plants are available now as potted plants.
Added the pot size to the description of the potted plants and improved some descriptions.
More props from Embervale were added to the crafting recipe lists. Many of these additional craftable props have been requested by the community in various social media channels. Special thanks to everyone who helped bring them to our attention, and as always, stop by our FeatureUpvote to suggest your own requests!
Raised the “health points” of various props to make it less likely that they get destroyed accidentally in the player base, e.g., for potted plants and lampions.
Fixed an important bug in the name of the painting “Flightless Redtail On One Leg”. The painting clearly shows a Round-Billed Sailer, not a Flightless Redtail. Art critics and ornithologists all over Embervale were outraged and disappointed. The painting is now called “Round-Billed Sailer On One Leg”, which is just perfect.
Thyme now has a seedling. Just in thyme for 1.0.
Added recipes for red marble columns and arcs. The knowledge is unlocked when discovering marble.
Generally, all foods can now be placed on coasters or food plates. There are a few exceptions, such as the skewers and fish that just didn’t look good when placed.
Fish trophy plates can now be put on the floor.
Removed the cooking option from the Iron Fireplace. It just didn’t look convincing.
Fixed an issue with the first growth stages of bananas. It should now work the same way as other plants do.
Introduced the Quick Stash Station a little bit earlier in the crafting progression and added a small side quest, just to let players know that the item exists and that it will help with storage management.
Reworked the collisions of beds so that other props can be placed closer above the beds.
Fixed some issues with furniture, doors, and other props, such as texture issues, stuttery open or close animations, or snapping issues while placing them.
The Ectoplasm Block is now a tier 2 building material.
Cattails and Reed can now be planted in shallow water.
Fixed several weapons appearing incorrectly, either as the wrong model or incorrectly positioned, when added to a weapon display.
Fixed a few props that couldn’t be rotated correctly in all intended directions.
Fixed an issue with planted shrubs. They dropped incorrect seedlings. We ensured they will now obey the laws of nature again.
Added a hint to use the Construction Hammer instead when placing voxel blocks directly from the action bar. We want to keep offering the option to place blocks in that way, but in most cases, using the Construction Hammer is just faster and more convenient.
Building previews are now correctly hidden when building is blocked by a different action, e.g. sitting, climbing, fishing and others.
There is now a limit on how many factories can be placed in a world. It is a very generous limit and very few players should ever encounter it. If the limit is about to be reached, a warning message is triggered. Once the limit is reached, placing another factory will not be possible. For the ambitious individual who necessitated this change, you know who you are…
Co-op players with insufficient permission level can no longer throw fish into a player base (and thereby fill up slots for the overall animal limit).
When using the triggers on a controller for actions in the game, the trigger now already responds at 50%, not almost 100% as before. The only exception is for ranged combat and fishing where the trigger point is closer to a full press.
Undo of terraforming now also works when the backpack is completely full. Please note that in this case the resources are not granted back to the backpack.
Fixed an issue where an equipped shield was shown when drinking a health potion or eating food while wielding a two-handed weapon.
Reworked and added tintable areas for several older armor pieces.
The Scholar Of The Empyrean set is now tintable.
Flipped some daggers in the hands of the player character. Before, they looked like the sharp side was pointing upwards instead of down.
Equipping vanity items from the actionbar no longer treats them as regular equipment.
Equipped an old issue with “Equip all as Armor” or “Equip all as Vanity” on mannequins. The feature should now work as intended in all cases.
Fixed an issue with animated parts on equipment, such as helmets. Previously, that couldn’t be properly displayed in the main menu. The animated part is still missing in the icons, which will be fixed in one of the next updates.
Weapons are now hidden when opening doors or pressing buttons.
Quests are now classified as difficult when the target area and its enemies are 2 levels above the character level or more.
Reworked the layout of the factory menus to better show the resources available in magic chests.
The HUD now gives feedback when the focus bar is filled up but the player has not yet unlocked the special ability for the selected weapon or tool.
Reworked the hints in the equipment item detail screen for upgrading perks so that players can better understand which crafting survivor needs to be contacted. Also added a new icon for easier recognition.
The intro and outro slides can now be viewed in the journal once unlocked.
Fixed an issue that, in item detail screens, such as for spell charges, some relevant damage, healing, or protection statistics were not shown.
Fixed several cases where buttons or toggles couldn’t be correctly used either by mouse clicks or controller button presses.
Fixed several navigational issues in the journal, character and crafting menus - especially when playing with a controller.
Added code to correctly handle the rare case when two equipment pieces are mapped to the same equipment slot. Players can now always unequip and re-equip the intended items.
Fixed several menu issues such as incorrect scrollbars.
All legal texts can now be viewed in the settings menu under the tab “Legal”. This is probably an exciting feature for a very specific kind of person.
Updated the URLs for community links in some languages.
Fixed a UI issue when expanding all item set entries in the journal in save games with the maximum amount of progress.
Fixed several issues with skill detail popups clipping out of the screen in the skill tree menu.
Adjusted several default button or key mappings to account for newly added features. Please note that these updates made it necessary to reset custom bindings to the default for the update. Please check your settings before venturing out.
Added input bindings: Camera zoom in camera mode on controller (default is \[LB]+\[Right Stick] and Play/Pause Voice-Overs on keyboard (Default is the \[L]-key). Changed input binding: dropping torches is now by default on the \[R]-key on keyboard.
Saved worlds can now be sorted by last play time.
Fixed several cases where buff information in the HUD would flicker in certain situations. For example, the rested buff while in the player base.
Similar to the frost vignette, the low-health vignette intensity can now be configured in the game settings.
Reworked and improved several spell icons.
Reworked the acquisition hints in crafting resources to make more sense grammatically.
Fixed some incorrect acquisition hints of crafting resources.
Fixed all the typos… until we add new ones.
Renamed the buff from the Shroud Survival Flask to Shroud Survival Flask.
Improved some item icons, for example, the Archaic Essence icons for all tiers, the Chain Lightning, Shock Wisp, Shroud and Heal Beam and the Protective Barrier.
Reworked the description for the skillshot stat to better explain what it does.
Added spell crosshairs as needed for new spell types and new area-of-effect functionality.
Reworked the values for the enemy damage slider in the server difficulty settings. It now better reflects the factual damage increase observed during combat.
Fixed an issue when salvaging gear in a storage chest while the backpack is completely filled up. Previously, this would cause the runes from the salvaging to simply disappear. Now, salvaging is not permitted in this situation.
The compass now correctly shows the direction of other players in multiplayer.
Improved the visuals of the compass and added finer markers to help with orientation.
Fixed cases where the button prompt didn’t display the correct button. Such as cancelling fishing on controllers.
Using the repair kit no longer triggers the message “All items repaired” as it’s not needed when using the repair kit and it is also somewhat misleading.
Auto sorting in inventories now also differentiates between arrow, spell charges and fishing bait.
Removed the loot preview from wildlife corpses as it was not showing all loot but just one item.
Added a fix for a localization issue with the “Fire Aura” buff in the HUD. It should now be correctly translated into all languages.
Updated the icon of Enshrouded.
Reworked the spawn sequence when starting with a fresh character to make sure the “pod”-sequence looks correct independent of how long the PC takes to load the necessary files.
Restored the wetness puddles during rainfall.
Improved responsiveness of player movement input while the server is under heavy performance load.
Improved performance on handheld devices, low-end graphics cards and the Steam Deck.
A server with low performance now has less impact on gliding. Previously, the overall flight path could depend on the server tick-rate.