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Enshrouded

A survival RPG in a poisoned fantasy kingdom. Carve terrain into a castle, then walk into the fog on a timer.

Studio
Keen Games
Status
Early Access, updated in large content patches
Platforms
PC, with console versions following
Players
Co-op for a large group, up to 16 on a server
The hook
Voxel building with real freedom, plus a combat RPG with a skill tree

What Enshrouded actually is

Embervale was a kingdom. Then the Shroud came: a thick fog that swallowed the land and turned what lived in it into something else. You are Flameborn, woken from a sleep you did not choose, and you are the only thing that can push the fog back.

Mechanically it is three games stacked neatly. A survival crafting loop (gather, cook, build), a genuinely good action RPG (dodge, block, bows, magic, a large skill tree), and a voxel builder that lets you dig into a mountain and carve a hall out of it rather than snapping prefabs together.

  • The world is handcrafted, not procedural, so exploration rewards curiosity in a way random worlds cannot.
  • You do not starve. Food gives you stat buffs instead, which is a much friendlier design.
  • You glide and grapple everywhere. Traversal is fast and vertical from early on.
  • Death costs you progress toward your current level and sends you back to a Flame, not to the title screen.
It is an Early Access game

Zones, bosses, the skill tree and the shroud timer have all changed between updates. Structure below is stable, specific numbers are not.

The Flame Altar is the whole game

Your first real act is lighting a Flame Altar. It is your spawn point, your base anchor, and the thing that makes an area buildable and safe. Everything else in Enshrouded is measured against it.

  • The altar defines a build zone. Inside it you can place, dig and terraform freely.
  • Raising the altar's Flame level extends that zone, lets you place more altars, and is what lets you survive deeper into the Shroud.
  • You raise it by burning Shroud Roots, the pulsing growths you find inside shrouded areas. Clearing fog is literally how you level your base.
  • Rescued survivors live at your altar and each one unlocks a craft discipline.
  1. 1

    Light the first flame

    Follow the opening quest. Do not overthink the location, you can and will build more altars.

  2. 2

    Build a shelter with a bed and storage

    A bed sets your respawn and passes time. Chests near your crafting benches save you an enormous amount of walking.

  3. 3

    Rescue survivors

    They are sealed in the world, usually behind a small dungeon or a shrouded ruin. Each one you free and place at your altar unlocks a workbench and their own quest chain.

  4. 4

    Activate Ancient Spires

    Climb them, activate them. They reveal the map around them and become fast travel points. Do this the moment you see one.

Going into the Shroud

The Shroud is a fog that covers large parts of the map. Step into it and a timer starts. When it runs out, you die, wherever you are, however much health you had.

  • Shroud areas hold the best early materials, the sealed survivors and most of the interesting ruins. You cannot avoid them.
  • Your timer extends as your Flame level rises, so shroud diving and base progress feed each other.
  • Look for the pale glowing wells inside the fog. Standing at one refills the timer, which turns a two minute raid into a proper expedition.
  • Enemies in the fog hit harder and see further. Bring a bow, and bring a way out.
Know your exit before you go in

The classic Enshrouded death is descending three floors into a shrouded ruin with forty seconds left and no idea which way is up. Mark the entrance, count your time, leave early.

Combat and the skill tree

Combat is stamina-based and deliberate: light attacks, heavy attacks, blocks, parries and dodge rolls. It is not a soulslike, but it borrows the good habits. Enemies telegraph, and greed gets punished.

  • Melee, ranged and magic are all fully supported, and the skill tree is wide enough to mix them.
  • The tree branches into a dozen class routes, from pure warrior through ranger and assassin to battlemage and healer.
  • Gear has rarity tiers and rolls. A well rolled blue can beat a poorly rolled purple.
  • Food and drink give real combat buffs: max health, stamina regeneration, resistances. Cooking is not flavour text.
You are not locked in

The game lets you reset your skill points rather than committing you to a build for the whole save. Experiment early, specialise once you know which weapon you actually enjoy.

Building, and why it is the reason people stay

Enshrouded's builder is the best thing in it. The world is voxels, so you can dig a tunnel, hollow a cliff, flatten a hill, and then build a keep on top of it with free placement rather than a grid.

  1. 1

    Learn the terrain tools first

    The pickaxe and the shovel are building tools. Removing and adding ground is how you get a flat, believable foundation.

  2. 2

    Use the material swap

    Any block you have placed can be changed to another material later. Build the shape first, decorate second.

  3. 3

    Put your craftspeople somewhere sensible

    Their workbenches need space around them. A cramped workshop is a workshop you cannot upgrade.

  4. 4

    Build for comfort

    Furniture, light and decoration raise your base's comfort, which gives you a real buff. Making it nice IS the optimisation.

Terraforming is not cheating

Digging a straight tunnel through a mountain to shorten a route is not a bug, it is the intended toolset. Some of the best community bases are inside cliffs.

What happened to Embervale

The story is told through the survivors you rescue and the ruins you loot. The kingdom had alchemists who solved a problem in a way that created a much larger one, and the Shroud is the bill coming due.

  • The Elixir the kingdom depended on is at the centre of it. Chasing where it came from is the main quest.
  • Each rescued survivor is a professional with an opinion about the collapse: the blacksmith, the hunter, the alchemist and the farmer do not agree about who is to blame.
  • The Flame is presented as salvation and never quite explains itself. You are its instrument, and it woke you up for a reason.
  • The best environmental storytelling is in the shrouded ruins: houses, mid-meal, mid-evacuation, still standing.

Playing together

  • Co-op holds a large group, and a dedicated server keeps the world running when the host logs off.
  • Everyone shares the world and its altars, and every player keeps their own character, level and gear.
  • Split the work: one person on shroud raids, one on base and cooking, one on the quest line. It is a game where a support player is genuinely useful.
  • Build permissions are shared inside an altar's zone, so agree on a plan before someone flattens the hill your tower is on.

Things that will save you an hour

  • Cook. Buffed food is the cheapest power in the game and most new players ignore it.
  • Activate every Ancient Spire you pass. Map reveal plus fast travel plus a safe respawn.
  • Carry a bow always. Half the dangerous fights become safe when you pull one enemy at a time.
  • Loot every bookcase and crate. Recipes, seeds and building materials hide in furniture.
  • Place a second Flame Altar near the next region you are exploring rather than running back and forth.
  • Chests near benches, benches near each other. Crafting pulls from nearby storage.
  • When the timer scares you, leave. The fog is not going anywhere and neither is the loot.

Where to go next

  • The official site and Steam patch notes for what each content update added.
  • The community wiki for recipe lists, survivor locations and skill tree planning.
  • Ask in our Discord. Build screenshots are half the reason anyone posts in there.

Sources and further reading

Where this came from, and where to check anything that has changed since.

Stuck on something?

Stuck on a step? There is always someone in the community chat who has already made the mistake you are about to.

Ask in chat