Categories: Enshrouded
With the Enshrouded 1.0 release approaching in late 2026, here are the 10 essential features that would take the game to the next level.

Enshrouded has come a long way since its Early Access launch, but with the 1.0 release slated for Autumn 2026, the ‘good’ needs to become ‘legendary.’ From broken stealth to the lack of an endgame, here are 10 things Keen Games needs to add to make this the survival ARPG of the decade.
Enshrouded’s Main Problem
Before we get to the list, the fundamental problem with Enshrouded is it’s Endgame loop. Currently, there are two types of players in Enshrouded (generalization here), builders and fighters. The builders love tinkering with houses, designs, and showing off their home and structure builds. Their endgame is unlimited as long as the developers continue to add new materials and structures to tinker with.
Meanwhile, you have the fighters, or combat-related players like myself. I have zero desire to spend 100 hours tinkering with my house. Nothing against players that enjoy building and creativity, that’s probably a healthier way to experience the world than always wanting to destroy something. But I am who I am, and combat, challenges, and achievements keep me playing.
So when Enshrouded launches a new update, I’m quick to jump back, kill, collect, craft, and upgrade everything that there is possible. Shortly or even 20-30 hours later I’m back to the same spot, now what? And this is where my suggestions below are aimed at solving, the person who, like me, plays mainly for combat, exploration, and gaining power in-game. My wishlist for Enshrouded is to keep people like me happy indefinitely into the future.
Enshrouded 1.0 Wishlist

The Enshrouded Developers Keen Games have done fantastic job of listening to their community. While I’m going to be picky and criticize the game here, it’s only because I love it and want it to be the next Minecraft for a decade. So please understand, I’m cheering for Enshrouded, and share these criticism from a place of love. Below are 10 things we want to come to Enshrouded at full launch:
- Base Defense
- Ultimate Abilities
- 5-Piece Set Bonuses
- Stealth Overhaul
- Gem Rework
- Meaningful Endgame Loop
- Traversal Evolution
- Crafting & Gear Identity
- Dynamic World Events
- Hardcore / Survival Mode Toggle
1. Base Defense (The “Fallout 4” Treatment)

- The Problem: Once you build a base, it’s a museum. There’s no threat.
- The Solution: Random nightly raids or Shroud incursions.
- The “Pro” Tip: Add Defense NPCs you can station on walls. Give players who aren’t “builders” a reason to care about fortifications.
I’ve played many games over the years that have “housing” or base building. If I enjoy these systems, it comes down to one factor: will it get attacked? If the answer is yes, then I’ll spend tons of hours fortifying my base, arming villagers, and protecting my flock!
The issue with Enshrouded’s bases is that they are a museum, not “bases.” Sure, a random wolf can approach your area and attack you, but you’re not getting a raid of coordinated super mutants like Fallout 4. This is what I miss, some sense of threat to keep you checking, or building so you can survive. Remember, this is a survival game right? If we have just an open air base with all of our loot, NPC, etc. with no real threat, it kills the vibe for me.
Now everyone in Enshrouded’s ecosystem of players won’t appreciate this like I do. So, maybe in the server settings you could turn on or off base attacks and the level of destruction NPC could cause. You also don’t want to make it like Fallout 4 where your exploring for five minutes before your base is under attack either.
However, this feature would draw and keep players like me who enjoy combat only. We would finally have a reason to tinker with our bases for hours and hours and thus, continue playing and not leave immediately after a content cycle was completed.
2. Ultimate Abilities (Weapon-Based Supers)

- The Idea: Move away from just passive skills. We need a “Super” that charges via consecutive hits.
- The Impact: A Greatsword user getting a massive AOE slam or a Ranger getting a “Volley” makes combat feel reactive rather than just clicking.’
While I like combat in Enshrouded, it’s missing something like ultimate abilities. I suggest some type of mechanic based on your weapon that builds over time and triggers a super or ultimate ability. Like the Greatsword doing an AOE slam or the Dagger teleporting behind an enemy in stealth for a huge sneak attack burst. Some super impactful skill that takes awhile to build up, but feels very fun to use when the time is right.
The skill tree in Enshrouded is in an okay spot. But with 184 skill points, you can mix and match and often times every weapon type takes the same three or four skills because they are so good. Blink, Dessert Stomach, Double Jump, etc. The only build decisions you make are when you go after certain skills based on your survivability, resources sustain, and damage.
Putting a high-priced node in each weapons tree, say 10 skill points, for an ultimate ability, would give end-game players something fun to add to their builds. Maybe you can only take one of these that way you can’t just weapon swap to five weapons on your bar, but I miss the gameplay mechanics of hitting that Super just when you need to push DPS to finish a boss.
3. 5-Piece Set Bonuses

- The Fix: Right now, “mix-and-match” for raw stats is king.
- The Wish: Implement 2, 4, and 5-piece bonuses. Make wearing a full set of Paladin armor give a unique perk (like a holy aura) that outweighs the loss of a few points of Crit from a mismatched glove.
While Enshrouded has many RPG elements, one that its lacking is five-piece set bonuses for gear sets. When creating builds, I often wonder why there isn’t an incentive to wear all the pieces for a set because the stats on certain chest pieces or legs are vastly superior to others. There’s almost zero reason to wear some sets, and that could change with 3 or 5 piece set bonuses.

Take for instance the Sunpiercer Chestplace. You get a massive 360 health and 36 stamina. If I’m playing an Archer I can get the Quetzal Hunter chest for 180 health and 72 stamina. Sure that’s double the stamina, but half the health! You don’t die because of low stamina, you die because you reach zero health (astute point I know). Meaning, there’s almost zero reason to use any other chest piece because of the massive stats this provides.
However, if your overall build gained 100 stamina or health and 10 stamina regeneration for wearing the entire set, that would change things big time. I think this is a simple addition to the game, which would make build choices and gear more interesting than just a purely mathematical process.
4. The Stealth Overhaul (No More Tall Grass)

- The Pain Point: Stealth is currently too clunky for a fast-paced ARPG.
- The Solution: An “On-Demand” stealth button. Spend Mana or Stamina to go invisible for 2–3 seconds for a guaranteed backstab. Let us play like an Assassin, not a gardener.
I don’t mean to beat up on Enshrouded here, but let’s be honest, Stealth is terribly designed. Currently, you need to sneak around, pray for tall grass to be out in the open and that the enemy doesn’t turn on you. Maybe 1 out of 10 times that cool dagger assassin build you’ve been playing finally reaches an enemy for a Sneak Attack bonus and kill. The rest of the time, it’s frustrating with constant interruptions to your stealth, enemy hears you, you’re too slow, or there’s no on demand way to force stealth.
When I mean by on-demand, like a skill that cloaks you in invisibility for 2-3 seconds, allowing you to reliably get a stealth attack. Maybe after sneaking for 3 seconds you automatically turn invisible consuming mana for two seconds before you either attack or revert back where enemies can see you. Make a skill for this with a high skill points cost, but at least players can reliably enter stealth. Otherwise in its current form, you are missing out on one of the most fun RPG elements, stealth kills! Please fix stealth Enshrouded, rogues around the world are begging you.
5. Gem Rework (Practicality over “Goofiness”)

- The Critique: Nobody wants to “bunny hop” to trigger the Gem of Aerobatics.
- The Fix: Universal or weapon-specific gems. Follow the Gem of Burning model: Do X damage, get Y effect. Clean, simple, and effective.
Another issue with the combat system I have in Enshrouded are the Gems. They feel a bit odd don’t they? If we look at a late game one called Gem of Aerobatics, you spawn +5 projectiles that deal 16 piercing damage. The issue, you must attack while in the air. Great, so the developers expect you to bunny hop like an idiot non stop to trigger an extra bit of damage? Yep.
Meanwhile a good gem like Gem of Burning is simple, easy to understand, and useful at almost every level. Dealing fire damage applies burning for x seconds, which deals x per second. After you trigger, it has a cooldown for 5 seconds. This is a great gem because it is easy to understand, use, and deals consistent damage. Plus, every weapon category in Enshrouded can deal fire damage depending on their weapon bonuses.
Some of these gems I have to spend hours tinkering with just to figure out how they actually work. You read the tooltip and figure this sounds great, until you use it and never see a proc or have to hold block for an hour to get a buff (Gem of Focused Light).
Please simplify the Gems, make them useful for not only specific weapons or goofy bunny hopping playstyles and that would help many players out.
6. A Meaningful Endgame Loop

- The Comparison: Think Diablo-style tiers or Valheim’s Mistlands.
- The Wish: Procedural dungeons or “Mythic” Shroud zones where the difficulty scales and the loot is actually worth the grind.
Now we’ve talked about the Endgame a bit in Enshrouded, but something that needs to be added is a loop worth farming. Currently what I do in Enshrouded is, setup a base camp at the furthest most area. Mark a bunch of chest on my map, farm them over and over until I have the best weapons. After reaching max level, upgrading my flame, killing the hardest boss, I’m basically done.
What would keep me playing is say a Shroud Zone or Hollows that is procedurally generated. Meaning its random and it can go on forever. The difficulty continues to increase as you progress, and so do the rewards. The rewards don’t have to be combat or performance oriented, they could be cosmetics. Even dyes which are a pain to make. Have a mode or something you can add to a Sword that gives it flames, dripping poison, etc. People like me will play 100 hours just to brag to our friends about how good we are that we got the dripping poison cosmetic.
Enshrouded did a great job of adding the Hollow Halls. However, they don’t scale with your level, and after completing them a couple of times, there’s little incentive to return. Coming up with a RNG limitless dungeon would keep players coming back for years let alone months.
7. Traversal Evolution (Mounts & Fast Travel)

- The Need: The Glider is iconic, but the map is getting too big for just walking.
- The Solution: Fantasy beasts/horses for ground travel and an overhaul to the fast travel system to keep exploration pacing tight in the late game.
Now for a positive, Enshrouded’s map is massive. The game has truly expanded what seems like 2-3x in size since it’s original launch. While this is awesome to see, traveling is become more of a pain. You have ancient spires which let you glide and also fast travel points from secondary bases. But those bases are capped at 10 currently, and you quickly run out, especially if you have a few camps nearby material heavy areas.
What about if Enshrouded had horses or some other fantasy beast? Not only could you traverse faster, but you do what everyone loves to do in RPGs, dress them up! Cosmetics, armor, weapons, and even some form of progression like their speed and stamina.
This isn’t a critical upgrade to Enshrouded’s gameplay, but it would be a nice feature. Plus if you added riding mounts, you would open up another avenue for cosmetics and progressions keep players playing for longer.
8. Crafting & Gear Identity

- The Concept: Move toward Monster Hunter-style weapon trees.
- The Benefit: Instead of throwing away your favorite sword, let us upgrade it and evolve its identity. An Axe should feel fundamentally different from a Mace beyond just the damage type.
Have you ever got that low level Sword that looks and feels amazing just to play for three more hours before realizing its trash? Yeah, that’s Enshrouded’s weapon systems currently. The developers recently tried to fix this with “Lore Weapons.” Items that are named and from quests you can recraft at the blacksmith or Ranger later as you level up. The only problem with it is, it’s blue quality and not max level. Thus, there is zero point in farming weapons until you reach max level.
This problem needs to be fixed. Players need a way to upgrade their weapons, rather than just trash them and pray to RNG that they find the same weapon at level 45. Currently, the only upgrade path is the bonuses, 5 at max with legendary quality. What if you were able to increase the items level? Using gems or some other type of currency, this would allow you to carry over lower level weapons that you love and keep it throughout the game.
Because I know that every level cap increase in Enshrouded, has me crying. All of those gold weapons I’ve farmed are now basically worthless. And instead of upgrading some I love, I now need to set up chest farming route and spend 30 hours unlocking chest hoping I get my old weapon at a higher level.
9. Dynamic World Events

- The “Living” World: Borrow from Guild Wars 2.
- The Events: Shroud Invasions that take over a town, or traveling merchant caravans that you have to protect from scavengers. It makes the world feel like it moves without you.
Does anyone remember the game RIFT? I don’t know if it’s still a thing, but what I loved about that game is the dynamic world events. In Rift, the world would be corrupted unless everyone in the zone got together and destroyed the evil part of it. It broke up the monotony of typical MMORPG life, kill 10 rats, get 100 exp. Instead, the world would feel alive and if you didn’t solve the problem, pretty soon your questing NPC wouldn’t be alive!
Now that’s a bit extreme, but some dynamic events in Enshrouded could be fun. Imagine a popup saying something coming in the Shroud, and you have to rush into the bottom of an Elixir Well, kill the boss, and enter a deeper part of the Shroud. It’s time based, but the Shroud will start expanding and encompass a huge portion of the map if you didn’t resolve it.
For some players, this would be a huge turn off having to put down their construction hammer, so having a toggle for on and off would be necessary. But dynamic and fluid events that gave rewards and incentives would be a great addition to an already amazing map and game.
10. Hardcore / Survival Mode Toggle

- The Challenge: Add an optional mode with food decay, weather exposure, and death penalties.
- The “Flex”: Add a unique achievement or cosmetic skin for players who reach max level on Hardcore.
While Enshrouded is considered a survival game, it doesn’t feel very survialish. I’m personally not a fan of hardcore survival games where I have to babysit all my body functions just like real life. I don’t play videogames for an IRL sim where I have to eat, drink, clean my room, and take out the trash. But some players love the hardcore mode especially where if you die, your character is gone forever.
In Baldur’s Gate 3, I loved the Honour Mode gameplay. Your party gets wiped, it’s over. You have a cool achievement for completing the game on this mode and it gave me something to aspire to unlocking. Enshrouded needs a hardcore mode and achievements geared towards players who enjoy this style.
I remember a friend suggesting the hardcore mode in Fallout 4 called Survival Mode. While I was skeptical about babysitting all sorts of mechanics, what I realize was, if you are forced to walk everywhere vs. fast travel, you start to appreciate the world a lot more. I was catching all sorts of details about the world I would just skip by fast traveling everywhere. Plus, you had to make important decisions about everything you carried, and the wasteland felt more authentic than instant teleport fast travel game.
While that might be a niche mode for few players, it’s a fun way to re-experience an amazing game.
Final Thoughts
Now I’ve picked on Enshrouded a lot, but I will say Keen Games have done a great job of listening to players feedback. So much so, this is one of my favorite games of all time. It’s not often the developers actually backup what they say and not only listen to their fans but appreciate them. I’m cheering for Keen Games to have a massive launch and for Enshrouded to be the next Minecraft on consoles. I hope some of these ideas get implemented into an already amazing survival game.
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