i dont get why they don't just create finished templates with cool buildings, small to large. that i wouldnt mind, maybe instead they'll cost money instead for gathering material, for people who hate that stuff.
i dont get why they don't just create finished templates with cool buildings, small to large. that i wouldnt mind, maybe instead they'll cost money instead for gathering material, for people who hate that stuff.
Well you can also take many of the existing buildings, there are plenty that aren't destroyed and well built.
Especially some of the rather recent mountain areas have new-ish settlements (after clearing out the enemies) and housing that is in a very good state (as in only requires you to clear the inside and place whatever you need).
They really did well with the water mechanics, swimming and it's animations and the water itself are beautiful.
I really did not expect this in a voxel game at all, pretty stunning. Only played an hour or two but love it so far. Also lots of the quality of life updates are really good.
A few highlights of tomorrow’s patch include further combat tweaks such as “modifying damage number visibility, blocking and parry animations/telegraphy, projectile spells/attack improvements in accuracy, and their related displays,” a new vanity armor set obtainable by talking to the Huntress, as well as exploding barrels that are less likely to randomly trigger.
Enshrouded’s 0.8 update marks the survival game’s final early access content drop. Set to launch this spring, it brings us the initial version of Adventure Sharing, a feature that allows us “to easily explore the bases of [our] fellow Flameborn,” alongside additional polishing and bugfixes.
In autumn 2026, Enshrouded’s 1.0 update finally heralds the game’s full release after more than two years spent in early access. Not only does it aim to improve the new player experience and general quest progression, but it also adds greater tactical depth to combat.
Developer Keen Games is also continuously working on optimizing its survival game, especially targeting lower-end configurations for launch while aiming to improve the way in which the title handles shader compilation.
Highlights
Adventure Sharing
With this update, we are making a big first step toward allowing the community to easily share their constructions and adventures with each other.
To give players access to this new feature, the main menu has been reworked with an additional new adventure sharing menu.
Upload your version of Embervale with your constructions and adventures for other players to see and enjoy.
Browse the available constructions from the community directly from within the game and download any world you want to visit to take a closer look.
A new craftable camera item lets you take in-game screenshots of your base to highlight why other players should download your world for a visit.
The spawn point for shared worlds can be defined for visitors with a new toggle at the Flame Altar.
This update is only the beginning for the adventure sharing feature. In upcoming updates, we will expand on the feature, giving players the tools to build content and adventures for others to explore and enjoy, including logic systems for interactive elements, puzzles, spawning enemies… and traps!
Combat Updates
Combat, skill progression and gear have been fundamentally reworked in Update 8, introducing new systems, deeper mechanics, and more impactful player choices.
New special abilities
A new type of weapon skill has been added to the game. When unlocked, regular weapon attacks start building a new resource called "focus". When the focus bar is filled up, a new weapon special ability can be used for devastating effect.
Likewise, this unlocks a new powerful move for woodchopping and pickaxing, using the same focus resource.
Heavy Attacks
All melee weapons now have a powerful heavy attack with double damage to enemies and their stun bar, giving players more strategic moment-to-moment combat opportunities. Heavy attacks are activated by holding the attack button on the mouse or controller.
Updated attack chains
Two-handed axes, two-handed hammers and greatswords have received an overhaul of their attack chains. The goal is to make the weapon types better aligned with the fantasy of wielding them.
Advanced enemy awareness system
For enemies, new levels of awareness of nearby players have been added. Enemies can now be suspicious about nearby noise or start an active search for a target. Active combat and calls for help are only really started when enemies can actually see the player, allowing players to react before they are discovered.. This new system allows strategically thinning out the ranks of enemy camps, making the ensuing fight much easier as a result.
Skill tree Update
New skills, Zoom and Updated Visuals
Many new skills have been added to the skill tree. Among others, the new weapons and tools specialization skills mentioned above, new options to boost the maximum available health and a skill that allows choosing the dodging mode.
The skill tree can now be zoomed out for a better overview. At the same time, the visuals have been updated.
Skill upgrades
Many skills can now be upgraded once they have been unlocked. This opens up more possibilities to optimize builds and invest skill points where it really matters. At the same time, this also allows players to reach the outer branches of the tree faster, as the base unlocking of skills now costs fewer skill points than previously. Please note: this new feature required balancing skills. At the base level, skills are now slightly weaker than the previous version, whereas fully upgraded skills are, in most cases, as strong or sometimes even stronger than before.
On top of skill points upgrades, it is now possible to push skills to even higher levels with armor perks. More on that can be found in the itemization part below!
Updated layout
We took another look at the skill tree now that it has grown over time and player feedback has been collected. The result is a big rework of the overall layout. There are more paths between classes to make it easier to pick just the right combination of skills for the build. With the same goal in mind, the Double Jump has been pulled to the center of the tree to make it easily accessible for everyone.
New equipment upgrades
As a much-requested new feature, armors, shields, wards and rings can be upgraded now, just like weapons.
The amount of unlockable perks is determined by the quality of the gear. While self-crafted equipment is always of rare quality, higher quality gear up to legendary can be found in the world.
When designing equipment perks, strengthening the various gameplay styles was a key focus, which led to the creation of many new perks.
For example, some of the new perks increase the level of an already learned skill. Thanks to these perks, skills can now be pushed past the level that is available by skill points alone.
Unlocking new upgrades on armor should feel impactful. Thanks to an improved armor calculation, incoming damage is now more noticeably reduced with better gear levels. Please be aware that the base version of any armor piece is now slightly less powerful compared to the game versions prior to update 8. However, once an armor is fully upgraded, it will be the same level of protection or even higher.
Upgradable equipment needed a rework of the runes economy. Armors, wards, shields and rings can now be recycled into runes, including equipment from previous versions of the game, as they get converted on loading this version.
Buffs for the mages - especially in the early game
While balancing improvements and new features such as additional spells are planned for future updates, we heard feedback from our testers and gave mages a few buffs to tide them over. Especially the early game has seen some positive changes:
Wand range has been increased.
Wand durability has been increased by 20%.
The first tier of Fireball now has an increased explosion radius so that it is better aligned to the higher-tier versions.
Added more resin to early game loot tables so that spells can be easily re-supplied.
Early Game Improvements / Quality of life
With update 8, we have the opportunity to re-evaluate and improve some of the features that new players will encounter early in their journey. But at the same time, we are also looking at changes that existing and returning players will appreciate.
Improved Start of the Game and Tutorials
Numerous changes and new features have been added to the early game experience to give players a better start on their path through Embervale.
The areas surrounding the Cindervault where Flameborn start their journey have been reworked, both visually with denser vegetation and improved world details but also to better introduce players to the various gameplay elements.
Tutorials have been adjusted, resources needed for a smooth start into the crafting progression and for building first settlements have been made more readily available.
The XP required for the first few level-ups has been rebalanced for better pacing at the start.
3 new meat skewers, one for each class, have been added to bridge an early gap in food buffs.
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