Enshrouded
Keen Games · Survival, RPG, Open World
RELEASE MILESTONES
Dates from IGDB release data
Overview
You are Flameborn, last ember of hope of a dying race. Awaken, survive the terror of a corrupting fog, and reclaim the lost beauty of your kingdom. Venture into a vast world, vanquish punishing bosses, build grand halls and forge your path in this co-op survival action RPG for up to 16 players.
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SURVIVAL IN THE SHROUD
Scavenge the ruins, battle the wilds, and grow strong enough to face the horrors within the Shroud.
BEST IN CLASS BUILDING SYSTEM
Bring life back to the land with powerful voxel building tools. Create grand structures, customize every detail, and shelter NPCs who unlock workshops and the means to craft epic gear.
HEART POUNDING ACTION COMBAT
Battle corrupted factions and deadly bosses twisted by the Shroud. Dodge, parry, and unleash powerful skills and spells while you forge your own combat style as a Wizard, Ranger, or Warrior.
CRAFTING GEAR WORTHY OF LEGENDS
Craft and upgrade legendary weapons and armor. Expand your skills to master sword, shield, staff, and bow and stand against the Shroud.
MULTIPLAYER, CO-OP
Join up to 16 players in co-op to raid, build, and battle the Fell hordes together with your friends.
THE SECRETS OF A FALLEN REALM
The realm of Embervale has fallen. In their pursuit of forbidden power, your ancestors unleashed a pestilence that consumed the world.
Journey across its diverse biomes, from the sun-scorched Kindlewastes to the shadowed depths of The Revelwood, to uncover the remnants of lost cultures and forgotten myths.
Beneath the ruins and within the Shroud lies a story of magic, ruin, and redemption. Awake the ancient Flame and reclaim the hope that once illuminated this fallen world.
From the game's Steam store page.
THE GAMEQ VERDICT9,999 reviews analyzed
What players are actually saying
1. Summary
Every review here describes an Early Access build of Enshrouded, most of them written in the ten months before its 1.0 release, and players gave those builds a clearly positive verdict. The voxel building system drew the most praise and is the topic reviews bring up most often. Next came the handcrafted world, full of ruins with hidden cellars, towers to climb and a glider to come back down, and the chance to share all of it with friends, partners or children. Reviews that compare it directly with Valheim more often call Enshrouded the better game. Some said it already felt like a finished game at an Early Access price, and others credited a steady run of free updates.
Performance led the complaints: low frame rates on strong graphics cards, shader compiles that repeat after every patch, crashes and delayed audio come up in 37% of negative reviews, and that share grew after Update 8 in April 2026. Combat split players almost evenly between those who found it fun and solid and those who found it clunky, floaty and boring; the second group pointed to animation locks, dodges without invulnerability and unreliable targeting. Long-time players also objected to the material grind, crafting spread across many NPCs, small chests, terrain that is hard to climb and easy to slide off, lag in co-op and the Fell Dragon Youngling boss. Update 8 itself divided people. Some called it the best the game had been, while others missed the old updraft and lost frame rate. Reviews in the weeks right after it were the least positive since December 2025, and the weekly share did not fully recover until mid-July.
2. What keeps coming up
What players praise
Freeform voxel buildingHigh
Building comes up in 26% of all reviews, more than any other topic, and positive reviews raise it more than anything else. Players describe prefab walls, roofs and floors that merge into each other, single-block tools for detail, terraforming, and the freedom to dig a base into a mountain, build a castle in the sky or rebuild a ruined village or farmstead and fill it with rescued villagers. "If you can conceptualize a build, you can make it in this game with almost zero limitations," one wrote, and another said "it feels like building freedom for the first time." One long-time player rated it "superior to games like Minecraft and Valheim." Builders also listed problems: snapping that misses by a block, roofs that clip at corners, only 90-degree rotation for foundations, no free camera or creative mode (requested by players who would rather design than gather), raw materials that must be converted into building blocks before use, and terrain outside a base's altar radius that resets. A player with thousands of hours in Valheim put it flatly: "Enshrouded's build process is infuriating."
A handcrafted world that rewards exploringHigh
Players liked that the map is designed rather than procedurally generated: "Nearly every set of ruins have a hidden cellar or a sliding wall with a chest." Spires work as puzzle towers and glide points, the grappling hook and glider open up shortcuts, and a pickaxe lets players tunnel through walls to reach places they were not meant to reach yet. Many also praise the scenery, lighting and atmosphere. Breath of the Wild is a frequent comparison, as in "If Valheim and Zelda had a child that went to architecture school, this would be it." Some found that later biomes repeat the same enemies and loot, and a few negative reviews said a fixed map leaves little reason to play through again.
Playing it with friends, partners and familyHigh
Many reviews are about playing with someone else: friends, a spouse, a child or a sibling. Couples come up often ("So this is THE game to play with your partner"), along with parents playing with children and groups renting a server. Players liked that a character and its gear carry between worlds, that up to 16 people can share a server, and small touches like playing instruments together for a rest buff. "Building bases together, exploring dangerous areas, and slowly growing stronger as a team made the experience far more memorable than playing solo."
Difficulty you can tuneMedium
Difficulty sliders and world settings let players turn off item drops on death or durability, raise loot and mining yields, lower enemy health for solo play or raise everything for a harder run, and some changed settings mid-playthrough. A 79-year-old player wrote that "Enshrouded allows you to fully adjust the settings to suit me". Some argued that having to rebalance the game yourself is a sign the defaults are off, especially for solo players.
More content than its Early Access label suggestsMedium
"They say its early access but I quite frankly don't believe them," one positive review said, and others also found the game already felt complete. They pointed to long first playthroughs, several biomes, dungeons and a long quest list, and the lack of microtransactions, with one saying "It's still in early access and I feel like I should have paid more than $30 for the game." The opposing view was that the game still felt unfinished after years in Early Access, and some advised buyers to wait for 1.0.
Developers who keep updatingMedium
Returning players are a recurring group: people who bounced off earlier and came back to find the game much changed. They credit the update pace, patch notes, a public roadmap and the sense that feedback was heard: "This company is a textbook example of how to communicate with and respect your community." Long-time players also wrote many of the reviews arguing that an update had made things worse, Update 8 among them.
Water physics and the Veilwater BasinMedium
Reviewers describe the Wake of the Water update as adding flowing water as a building material, swimming, fishing and the Veilwater Basin biome. Builders loved it ("Best water physics I've ever seen in any game ever, bar none.") and used it for waterfalls, moats and flooded basements. Critics mentioned a short default dive time for underwater puzzles, a fishing minigame they found tedious, water disappearing outside base areas, and frame rate drops some traced to the update.
Where players are split
CombatHigh
Opinion on combat is close to even: reviews describing it as clunky, boring, floaty or similar (5.2% of all reviews) are about as common as those calling it fun, solid or satisfying (5.1%). Supporters liked the parry and dodge rhythm, the souls-lite challenge, and how the skill web and cheap respecs let them mix warrior, ranger and mage builds. Critics listed specific problems: attacks that cannot be cancelled into a block or dodge, dodge rolls without invulnerability, enemies that interrupt the player constantly while shrugging off hits ("The problem is the enemies stagger you even with the smallest of hits, while it feels you barely have enough impact to stagger enemies unless you're using specific weapons."), a lock-on that picks the wrong target, generous enemy hitboxes, swarms of small enemies, and few moves per weapon. One called it "Spam mouse one simulator with survival mechanics". A reviewer who recommended the game put both sides in one sentence: "Mind-boggling combination of some of the best exploration and base building of any game to date, and simultaneously the worst combat of any game I've ever played." Combat complaints made up a somewhat smaller share of negative reviews after the April 2026 combat rework than before it.
The ShroudHigh
The Shroud is the timed fog that covers the zones holding the best resources. Fans describe tension and atmosphere: "Escaping the Shroud at the last moment created real tension and relief". Critics describe fog they cannot see through ("Light sources in the shroud essentially blind you"), red Shroud and Shroud-covered lava that kill instantly with little warning, timers that stack with cold and underwater limits, curses and Shroud fatigue that shorten Shroud time for hours of real time, and no way to fast travel out. A colorblind player asked for a way to tell the deadly fog apart. Another complaint is that the world never gets cleansed: "I lost all interest in this game when I discovered that if you remove a seed of corruption it just comes back." One long negative review argued that for all the praise of the scenery, "you will spend most of your time walking through a grey mist."
A story told through notesMedium
Readers enjoyed piecing the fallen world together from letters, books and skeletons with last messages, and one wrote "This is the first game probably in 20 years where i actually read all the stuff." Others skipped the notes entirely and asked for voiced dialogue, cutscenes or at least narrated key notes ("Just pay for voiceovers so we don't have to read."), saying villagers who only offer a greeting make the world feel empty and the main quest feel thin.
Solo or with a groupMedium
Solo players disagree with each other. Some had a great time, especially with tuned settings ("Playing the game solo and it is well balanced enough to not be a grueling grind."). Others found bosses, Hollow Halls and the material grind built for several players: "Everything about this game is tuned, designed, and optimized to be enjoyed by a group of people." Several who liked it solo still added that it is better with friends.
Progress through quests and rescued craftspeopleMedium
Progress runs through quests from rescued NPCs, flame altar upgrades and recipes found in the world. Players who liked it valued the structure ("Its a survival game with direction.") and said locking new areas behind upgrades teaches each system in turn. Those who disliked it described a quest log that is never empty, rewards that are often a dye or a cosmetic, recipes they could not use until three more quests were done, and quest markers that point at a cliff face: "The game is a hand holding fetch quest simulator". A map without roads made this worse: "It does not show roads or paths, making it almost impossible to get to quests quickly."
The April 2026 combat and skill updateMedium
Reviewers describe Update 8, which arrived on 21 April 2026 ("They literally just reworked the skill tree and combat today."), as reworking combat, resetting and restructuring the skill tree and changing traversal skills. Some players loved the new combat ("The recent combat update is the cherry on top of an already fantastic game!") and some called it a turning point: "Game was already so good before update 8 but this update made it into one of the best games I've played". Objections were about movement, stability and melee feel. The updraft became once per flight with a delay ("now updrafting is just a convenience rather than fun."), and one player wrote "The most recent update 8 ruined the smooth overland traversal and platforming." Others reported crashes and lost frame rate from the first day ("Todays update totally killed performance for me"), and some said melee felt more sluggish. The weeks after the update were the least positive since December 2025.
What frustrates players
Performance, shader compiles and crashesHigh
Technical problems come up in more negative reviews than any other subject: performance, shader compilation, crashes or lag appear in 37% of them, and they show up as a caveat in positive ones too. Players with recent high-end graphics cards reported 50 to 70 frames per second at high settings, reliance on DLSS or FSR ("Please do not rely on upscaling tech to optimize your games for you!"), no frame generation, stutter in the Shroud and in busy fights, sound that lags behind the action, and a need for a fast SSD. Shader compilation runs from half an hour to several hours and repeats after patches and driver updates ("It takes 30+ minutes on my 4090 but my girlfriend with a 4070 it can take like 3-4 hours."), and several reviewers said the wait used up the two hours Steam allows before a refund. Crash reports describe minidumps, black screens and full PC freezes: "The crashes are the issue. They happen every day, multiple times, and completely at random." For some reviewers this decided the review on its own: "The number one issue preventing me from recommending this game is the poor optimization." The problem grew after Update 8: technical complaints went from 34% of negative reviews written between December and April to 41% of those written after it. Some players, including several on Linux ("Runs absolutely flawlessly under Linux Mint"), reported no trouble at all.
Grind, crafting chains and storageHigh
Complaints about the grind, crafting chains, storage and timers come up in 17% of negative reviews. Each biome adds a long list of materials ("Every new area in this game has ATLEAST 15 or more materials you need to gather to progress"), crafting is split across many rescued NPCs and their stations, processing runs on real-time timers, food stacks only to 20, and items are picked up one at a time ("You have to pick up every single item in the game off the ground individually."). Storage draws its own complaints: "There is way too much junk to pick up and an endless amount of chests to manage, scattered all over the place." Players asked for quick-stacking to nearby chests, a shared base inventory and bigger stacks. Magic chests, which let stations pull from storage, got credit as a partial fix ("Magic chests that pull resources from anywhere in your base are a huge win for me"), though one long-time player complained that updates kept "making Magic Chests even more expensive and harder to craft."
Climbing, sliding and staminaMedium
There is no climbing or ledge grab, so cliffs force long detours or digging, and slopes behave like ice: "there is a lot of verticality in the world and no good tools to deal with it." Players described sliding off mountains into lava or red Shroud and losing their loot to a death marker they could not reach ("The #1 killer in this game is gravity."). Stamina governs running, gliding, blocking and mining, and rain cuts it further, which prompted "You're out of Stamina: the Game." Some also objected that the double jump and glider updraft felt mandatory yet cost skill points. The glider and grappling hook themselves were well liked.
Co-op lag and shared quest progressMedium
Negative reviews report lag, rubber-banding, desync and disconnects, some on a local network or a rented server ("I'm disconnected every 3-5 minutes."), and a few lost items after a disconnect. The other co-op complaint is about design: quest progress, unlocks and Shroud root rewards belong to the world, so a friend who plays ahead completes content for everyone. "The game expects you and your friends to play at the same time to unlock things," one wrote, while a positive reviewer answered the critics: "Co-op meaning the game and world is shared, not at each persons own pace." A missed-quests list lets players redo quests others have finished. One reviewer called it a great co-op feature, another said it mostly reminded them how far behind their friends they had fallen, and players still asked for personal progression.
Magic, auto-aim and lock-onLow
Mage players described staff spells that are crafted ammunition, also cost mana and fly slowly, wands with short range, and wand auto-aim that cannot be turned off and tends to target enemies out of reach instead of the one attacking. "If you're going into this game hoping to do anything related to being a magic-based character, don't bother." The same complaint was still being made after Update 8 ("the game is better if you just pretend that magic doesn't exist."). One player countered that magic classes are "overpowered as hell but they start off slow."
The Fell Dragon Youngling and other spikesLow
Reviews name the dragon boss in the snowy summits more than any other encounter. Players described an arena ringed by deadly Shroud, a flying boss that needs stun arrows, a long fight against a damage sponge, and a forced change of build: "if you are melee character playing solo up until this point, you need to respec just for this fight for any sort of ranged build." One reviewer who played it as a duo wrote that "it would probably be fun in a group of 5 or 6, but we played as a duo and it was an awful slog even with boss health and damage scaled down." Some cheesed the fight, one by digging into the mountainside and casting spells from safety, and a player who had heard it hyped as hard beat it fairly easily with stun arrows. The Hollow Halls, long multi-layer dungeons full of skeletons, drew similar complaints from solo players ("infinite skeleton nightmare land").
The same enemies and loot everywhereLow
Some negative reviews said the world grows samey: "90% of what you're fighting are the same enemies you encounter in the first zone, but higher level." Loot gets the same criticism, with gold chests that roll gear below the player's level, legendary weapons that differ only in numbers, and "It feels like every enemy drops the same boring loot." Players wanted weapons with unique effects and armor with set bonuses.
Odd-looking characters and a thin creatorLow
Player characters' proportions, with short legs and a large head, drew regular comparisons to hobbits and dwarves. Some meant it fondly and others did not ("Why do we have to play as an ugly dwarf person?"), and players asked for body types, more hair and face options, and less blocky female armor.
Villagers who only stand aroundLow
Rescued villagers and pets get stuck in walls, under floors and behind furniture, wander off when needed, and greet the player loudly over and over. Players wanted them to do something besides crafting: "once they're recruited they're essentially just moving crafting tables". Even a happy reviewer asked for this: "My only wish is that they did a little bit more than offer crafting!"
3. The player conversation
Many positive reviews are a line or two saying the game is fun or great, often with friends. The long reviews are often love-hate essays that praise the building and exploration and then list the same handful of problems, and positive reviews also carry caveats about performance, combat or the grind.
Different players raise different problems. Performance and shader complaints come early in a playthrough: the median reviewer mentioning shader compilation had 27 hours on record, against 60 for all reviewers, and some of them wrote about a refund. Complaints about the grind, storage, traversal and combat come from players further into the game, and the dragon boss and the April update come up among players with the most hours. Returning players form a visible group of their own; some changed their reviews from negative to positive after the updates, and others did the reverse.
Weekly positive shares ran between 78% and 87% from December 2025 to mid-April 2026. Update 8 on 21 April 2026 brought the lowest weeks since December 2025, 72.8% and 73.1%, along with new performance and crash reports and objections to the traversal changes. Shares ran between 75% and 79% through June and early July, then held between 81% and 87% a week from mid-July to late September, the weeks leading into the 1.0 release.
4. What the developers could do
- Make performance and stability the top priority. Technical problems appear in 37% of negative reviews and rose after Update 8, with players on high-end cards reporting 50 to 70 frames per second, minidump crashes, PC freezes and delayed audio.
- Make combat responsive. Combat critics kept asking for attacks that can be cancelled into a block or dodge, invulnerability or clearer windows on dodges, enemies that react when hit, and a lock-on that chooses the enemy in front of the player.
- Cut the busywork in crafting and storage. Players asked for quick-stack to nearby chests, a shared base inventory, larger stacks for consumables, fewer one-use materials and shorter real-time crafting timers, and said picking items up one at a time wears thin.
- Give traversal more grip and restore the updraft. Reviewers described cliffs with no way to climb, slopes that slide them into lava or red Shroud, and stamina that runs out fast, and the once-per-flight updraft was a recurring objection to Update 8.
- Stop recompiling every shader after each patch, or let players play while it runs. Reviewers described waits of 30 minutes to several hours before they could play, repeated after patches and driver updates, and some refunded the game during the wait.
- Fix co-op connections and offer personal quest progress. Groups reported rubber-banding and disconnects, some even on a local network, and friends who play at different times asked for quest and unlock progress per player instead of per world.
- Rebalance magic and let players turn off wand auto-aim. Mage players described weak early spells, crafted spell ammunition on top of mana, and auto-aim that fires at targets out of range, and the complaint survived Update 8.
- Rework the Fell Dragon Youngling for solo and melee players. Reviewers name this boss more than any other, describing a fight that forces a ranged respec, stacks of stun arrows and a Shroud-ringed arena, even with boss settings turned down.






