Enshrouded left Early Access on 15 October 2026 (PC and PS5 the same day; Xbox follows in spring 2027). This is the whole of what version 1.0.0.0 changes — compiled from Keen Games' official launch changelog and launch FAQ, not from wikis, streams or memory. Where the developer has not stated a value, this page says so rather than guessing.
The short version
| What | 1.0 |
|---|---|
| Player level cap | 45 → 50 |
| Equipment cap | → 55, fully upgraded |
| Skill tree | Resets the first time you load an existing save |
| Flame Altars | 15 after the next Flame Level; 16 at Flame Level 11 |
| Flame Level cap | 11 — at 11, altars can push the Shroud back |
| New biome | Cinder's Cradle, north beyond the Veilwater Basin |
| New dungeons | Two new Hollow Halls (Albaneve Summits, Veilwater Basin) |
| New enemies | 37 — 14 of them in a new faction |
| New spells | 9 types, plus an eternal version of every spell |
| Headline new system | Sparkworks — a logic system for player bases |
| Crossplay | Not at launch |
| Old saves | Backed up, then auto-converted |
| Current build | 1.0.0.0 + Patch 1.0.1.0 and Hotfix 1.0.1.2 (build 1287369, 4 Nov) |
The world is finally whole
Every biome's edge opens up: new quests and points of interest in the Springlands, Blackmire and Kindlewastes, previously locked dungeons unlocked, and most former no-build zones are now buildable — which matters if you like placing outposts somewhere the map used to forbid.
Cinder's Cradle sits north past the now-open gates beyond the Veilwater Basin, roughly between Blackmire and Veilwater Basin in size, and brings 12 new Shroud Roots. The edges of the world hold 6 more. Higher-tier locked chests and doors now need Archaic lockpicks, which start appearing in Cinder's Cradle.
Loot got friendlier. Wooden chests can now roll silver-tier gear, the legendary chance is +5% on all chests, and gold coins are now a chest resource and a Survivor trade good. Hourglass capsules are far more common and each gives about 70% more Shroud time; they also drop from large Fell, so a long fight hands some of your Shroud time back.
One small but real change to the opening: your first level-up now fires when you place the first Flame Altar, not when you wander into Longkeep.
The new ceilings
The level cap moves to 50 and fully-upgraded gear to 55. The skill tree resets the first time you load an existing save — this is the single most important line in the changelog for a returning player. Reassign your points before you leave your base, because every pre-1.0 build guide is now history.
The next Flame Level raises the maximum Flame Altars to 15, and unlocking Flame Level 11 takes it to 16. Flame Level 11 also unlocks the ability to push the Shroud back with flame altars — or you can lower the required level in world settings if you would rather play with it now.
Combat: the mage patch
The changelog's own framing is that mages needed love, and that is where the work went:
- 9 new spell types, plus new tiers of existing spells, so there are options at every stage.
- Every spell now has an eternal version, and both eternal spells and arrows are upgradeable
like gear — no more running dry mid-fight.
- Skeleton summons are in, backed by new Necromancy weapon gems and support skills, with a
cap on how many creatures you can have out at once.
- Wands get a heavy attack, unlockable evasive and aerial attacks, and a free-aim mode.
- New skill-tree nodes include Aerial Wand Attack, Wand Evasion Attack, Advanced Necromancy, Totem Mastery, Blast and Cast, Puncture, Barrage and Survival Instinct; dagger skills moved
from the Warrior branch to the Assassin branch, where they belonged.
- Melee gets quality-of-life too: heavy attacks now hit several close enemies, and stamina
recovers while you are blocking.
For bosses, the change that will save runs: enemies now regenerate health gradually when you leave a fight instead of instantly resetting. Wipe on a boss, get back quickly, and it will still be missing some health.
Building: Sparkworks and the Airborne Architect
The big new toy is Sparkworks — craft a set of tools and interactive props, connect them, and define behaviour rules in a new 2D graph editor. Keen's own examples run from light switches to traps, puzzles, enemy encounters, parkour courses, arenas and escape rooms. It is a logic system for players, and it is the headline feature of 1.0.
Alongside it:
- Airborne Architect, a new skill at the centre of the tree, enables free-flying building.
- Storage chests upgrade and convert to magic chests in place — no emptying them first.
- Chests and custom map markers can now be named.
- Armor sets now unlock automatically on each Flame upgrade instead of hiding behind a specific
resource pickup or quest, so you cannot miss a tier.
- A gem forge station arrives late-game; ranger dagger sets for the mid tiers are now craftable
rather than loot-only.
- A rare but real limit: there is now a per-world cap on placed factories. It is generous, and
a warning fires before you hit it.
Crafting and survivors
Crafting got a deliberate de-grinding pass: factory recipes yield more and take less time, farm animals produce faster, plant growth times came down, Alchemical Base needs far fewer parts, the glider needs less Shroud Adhesive, and Flame Level 6–9 recipes are cheaper (Electric Organs and Poison Stings swapped for common resources). A new survivor specialising in Ancient knowledge and recipes joins the base, and gold coins buy vanity items from Mei-Yin Chen.
Multiplayer and saves
No crossplay at launch — Keen is working on it but has given no date. Hosts set a default permission level for everyone who joins with one password, and individual characters can be promoted or demoted, with the role remembered when they rejoin. On a dedicated server this in-game promotion is not possible — the password-groups system works as before.
Saves are worth a paragraph of their own. 1.0 uses a new, smaller save format. Saves from version 0.8 or earlier are backed up, then automatically migrated when you first load them, so you do not lose a world — but if you use an external backup script, point it at the new layout. Both the character and world menus now let you pick the local save folder or the Steam cloud tab; if a character seems to have vanished, you are almost certainly on the wrong tab. On Windows the local saves live in Saved Games\keen games\Enshrouded\default.
Performance and technical
The headline is a new brick renderer that keeps distant terrain and voxel builds detailed instead of dissolving into blocks — your castle still looks like a castle from across the valley. HDR is supported with a calibration screen, point-light shadows were reworked for large bases, server and client memory use came down, and a slow server now affects gliding less (previously your flight path depended on the server tick-rate). Steam Deck and handheld performance improved. The keybindings, though, reset to default as part of the update — check your settings before you venture out. Valve also made it official on 23 October: Enshrouded 1.0 is Steam Deck Verified.
Hotfixes since launch
1.0.0.1 (build 1267041, 15 Oct) — crash fixes, an indoor dynamic-lighting fix, the Fire Wisp scroll pinned to level 27 (it used to scale with your level and became absurd in the end-game), an artbook/map update, and a fix for crashes from specific peripherals. It arrived with a reverb bug that only shows when the master volume is below 100% (keep the slider at 100% and use Windows volume instead), and it accidentally broke world-settings configuration.
1.0.0.2 (build 1269579, 16 Oct) — a broad stability pass. It fixed the world-settings bug that 1.0.0.1 introduced (so the old "subscribe to something to edit your world" workaround is dead), plus a rare save-migration crash on corrupted character saves, an Nvidia grey-fog rendering bug (worst in the Hollow Halls), a factory-placement crash and broken interaction menu, skill-tree localisation for Aerial Wand Attack, Evasion Attack, Wand Evasion Attack and Crash Down Attack (more descriptions coming), a glider / fast-travel crash in entity-heavy worlds, Adventure Share stability, and a long tail of rare crashes — water simulation, very large enemy fights on servers, the Twitch link server, a completely full backpack, and exiting the game.
1.0.0.3 (build 1273043, 21 Oct) — the polish pass. Early Access players who were missing their rewards can now redeem them from the pause menu, and the save migration got real work: characters with invalid entries in the additional backpack slots now migrate correctly (losing only the items that blocked them), and a Flame Altar that was not placed on the voxel grid is now repositioned automatically — though in those cases the affected base cannot load its water, so ponds and pools have to be re-added. Also fixed: several water-simulation and exit crashes, a crash when interacting with factories, a crash when unlocking a recipe while a filter is active, light flicker in very large bases, an endless black screen when loading a multiplayer game, and V-Sync stutter on AMD cards.
1.0.1.0 (build 1283531, 2 Nov) — "Patch #1", the first content patch since release and the biggest balance pass so far. Combat leads it: bosses now stay engaged longer after being hit, including at range, so the old Fell Monstrosity fight where the boss regenerated health while you were still shooting it is gone; the Wispwyvern and its undead counterpart can finally be targeted by totem spells and summons; the Dragon Youngling no longer gets stuck in a defeated state that swallowed your loot; boss music no longer cuts out mid-fight; the shielded Ancient Construct now has a shield-cooldown phase; and Ancient S.P.D.R. Constructs are harder to lure into a spot where they forget how to fight. Balance changes: less poison from the Fell Vinebloom's area attack, a smaller blast radius on Scavenger proximity mines, more XP from elite flying critters, and fewer Fell enemies that drop nothing. Weapons and skills moved too — the animation-cancel wand exploit is dead, Whirlwind Crescendo costs less stamina, Wand Evasion Attack costs less mana, and Aerial Wand Attack now costs 40 mana instead of stamina. Sprint can be toggled, props inside a Sparkworks setup can no longer be destroyed by attacks, save migration now retries saves that previously failed, and there are new AMD graphical settings. It is a long list — the full changelog runs to dozens of fixes across UI, audio, farming and building.
1.0.1.1 (build 1285601, 3 Nov) — hotfix #4 for the patch above. It fixes the voice-over playing quieter than intended that 1.0.1.0 introduced, loot and harvesting sounds playing for everyone in a multiplayer session, voxel walls with incorrect textures (the "melting walls" look), a water-simulation crash, an error spamming the log and hurting performance, and the Discord link in the Japanese, Korean and Traditional Chinese clients.
1.0.1.2 (build 1287369, 4 Nov) — hotfix #5, small and specific: pinned recipes now stay pinned (the one a lot of people wrote in about), a rare water crash, a crash when a deprecated item is brought into a world, a very rare endless black screen when logging into certain worlds, and a crash when using a deprecated blueprint.
Also since launch: Enshrouded 1.0 is Steam Deck Verified (23 Oct), and the game is well inside Steam's global top sellers. A free Artificer vanity set arrived on 3 Nov — five pieces hidden in Embervale, with hint unlocks from Mei-Yin Chen — plus two craftable props, the Star Map and Ancient Globe, unlocked through the "Find the Orrery Rings" sidequest.
1.0.1.0 also adds a retry for saves that previously failed migration, so it is worth attempting again with that build.
One thing 1.0.0.2 does not fix yet: characters whose saves were corrupted are skipped rather than migrated, so they can be missing from your character list. Keen says a fix that migrates and repairs them is on the way and asks players to be patient — so do not re-roll a missing character.
What 1.0 does not tell you
The changelog says several things moved without giving the new values. Do not let anyone present these as settled:
- The exact skill-point total at level 50. The cap is confirmed; the total is not.
- The real numbers behind the rebalance — recipe costs, the new Flame Level requirements, gear
stats. These need reading off the build.
- Which dedicated-server config properties were added, renamed or removed.
- Whether existing damage and skill calculators are still numerically accurate.
How this page was made
Everything here is drawn from Keen Games' own official 1.0 changelog (posted 14 October 2026) and launch FAQ (13 October), plus every official patch and hotfix note through 1.0.1.2 (4 November). It is a changes page, not a played-through walkthrough — the Enshrouded 1.0 guide is the walkthrough, and this page is its version reference.
Sources
- Official 1.0 changelog, 14 Oct 2026 (v1.0.0.0)
- Official Launch FAQ, 13 Oct 2026
- Official Hotfix 1.0.0.1 changelog, 15 Oct 2026
- Official Hotfix 1.0.0.2 changelog, 16 Oct 2026
- Official Hotfix 1.0.0.3 changelog, 21 Oct 2026
- Official Patch 1.0.1.0 changelog, 2 Nov 2026
- Official Hotfix 1.0.1.1 changelog, 3 Nov 2026
- Official Hotfix 1.0.1.2 changelog, 4 Nov 2026
- Official Artificer set announcement, 3 Nov 2026
- Official 1.0 combat and level-cap announcement, 23 Sep 2026
All at enshrouded.com/en-US/news.
Guide changelog
What has changed in this guide, newest first.
- 2026-11-05Patch 1.0.1.0 and hotfixes 1.0.1.1 / 1.0.1.2 added; Steam Deck Verified and the Artificer set noted.
- 2026-10-27Hotfix 1.0.0.3 (build 1273043): save-migration improvements, EA reward redemption, crash fixes; Steam Deck Verified added.
- 2026-10-19Hotfix 1.0.0.2 (build 1269579): world-settings fix, save-migration crash, Nvidia fog, stability pass; hotfix history reworked.
- 2026-10-15Published at Enshrouded's 1.0 launch, compiled from Keen's official 1.0 changelog and launch FAQ.