Gaming Guide

Enshrouded 1.0 Explained: What the Full Release Adds and Changes

The survival RPG's full release adds the Cinder's Cradle biome, rebuilt magic and archery, higher level caps, and its first console version.

The survival RPG’s full release adds the Cinder’s Cradle biome, rebuilt magic and archery, higher level caps, and its first console version.

Enshrouded has left Steam Early Access and reached version 1.0, closing out nearly two years of community-driven development from Keen Games. The full release does more than finish the story. It raises the level ceiling, redesigns the entire skill tree, rebuilds the magic and ranged combat systems, and brings the survival RPG to PlayStation 5 for the first time.

Quick answer: Enshrouded 1.0 is live on PC (Steam), PlayStation 5, and PS5 Pro as of October 15, 2026, with Xbox Series X|S planned for Spring 2027. Existing owners upgrade free, every skill point is refunded after a full tree reset, and the player level cap rises to 50.

Release date, platforms, and price

PC and PlayStation 5 received the 1.0 build together on October 15, 2026, including native PS5 Pro support. Keen expects the Xbox Series X|S version in Spring 2027, allowing more time to ensure terraforming and construction perform well on that hardware. The latest build is available on the Enshrouded Steam page.

PlatformAvailability
PC (Steam)October 15, 2026
PlayStation 5 / PS5 ProOctober 15, 2026
Xbox Series X|SSpring 2027

Ahead of launch, the Steam price increased by €10 on September 8, reaching €39.99 or the equivalent local price. Keen said the change had been scheduled for the close of Early Access to help pay for ongoing work. Players who owned the game already retain access and get the 1.0 upgrade free.

Cross-platform co-op is not available at launch, though Keen is building it for a later update. Co-op worlds support up to 16 players on PC dedicated servers and up to 8 on PS5. Until crossplay arrives, the asynchronous Adventure Sharing system lets players on any platform visit each other’s base builds and dungeons using share codes.


Cinder’s Cradle and the Ancient Constructs

The story reaches its conclusion in Cinder’s Cradle, the largest zone the game has added. It is a vertical, mountainous volcanic realm stitched together from towering peaks, lava flows, and ruined architecture. The Flameborn glides over its crags toward “The Heart Of Cinders,” the final objective, with draw distances and lighting that benefit from the engine work shipped in this release.

Story Climax & Cinders' Cradle Region
Cinder's Cradle, the endgame volcanic region that caps off the main story. Image: Keen Games GmbH / via @RageGamingVideos

Populating the endgame is a new enemy faction, the Ancient Constructs, a family of mechanical and robotic foes that first appears around locations such as the Embervale Museum. They sit at the top of the difficulty curve alongside elite versions of existing enemies, which have been added across every faction to match the raised caps.

Ancient Construct Enemy Family
An Ancient Construct, part of the new mechanical enemy family found in the Embervale Museum. Image: Keen Games GmbH / via @RageGamingVideos

Combat overhauls for mages, wands, and archers

The update makes its most substantial changes to ranged combat and spell use. Redesigned progression trees mean each character’s first entry into 1.0 clears the entire skill tree and returns all points for a fresh allocation. The player level cap increases from 45 to 50, while gear scaling now reaches tier 55.

Setting & The Shroud Mechanics
The Shroud Mitigation perk, one of the perks that restores Time in the Shroud when you deal magic damage. Image: Keen Games GmbH / via @RageGamingVideos

Mage and Summon Magic

Mages receive nine additional spells and a Summon Magic archetype centered on Hollow Skeletons and Fire, Ice, and Shock elemental totems. Blizzard, Ball Lightning, and Pillar Of Flames hit groups with strong area damage; Entangle holds one target still, and Mana Drain gradually siphons mana. Eternal Spells draw on mana instead of using limited spell charges, and Forge upgrades can reduce their mana cost and improve their stats.

Mage Combat Overhaul & Eternal Spells
Eternal Fireball II in the inventory, showing that Eternal spells cast from mana instead of spending charges. Image: Keen Games GmbH / via @RageGamingVideos

Wand rework

Wands now have a piercing heavy strike, an Aerial Wand Attack for use in midair, and a Wand Evasion Attack that launches a piercing disc during a dodge. Blast and Cast: after a Critical Strike with a Wand, the base damage of your next Staff attack within 10 seconds is increased by 50%. Target lock prioritizes foes that are close and near the screen’s center, and wands can now set off explosive barrels.

Wand Mechanics & Skill Tree Specializations
Wand Specialization and the hybrid Battlemage path in the redesigned skill tree. Image: Keen Games GmbH / via @RageGamingVideos

Archery and Eternal Arrows

Archer gear gains unlimited Eternal Arrows in Fire, Frost, Shock, and Bone variants, with each type upgradeable at the Forge. The archer’s new passives add several benefits: Puncture deals piercing damage, Barrage may restore bow durability, and Survival Instinct returns a few seconds of Time in the Shroud whenever a Bow or Dagger kill defeats an enemy infested by the Shroud. Aim assist is available to mouse and controller players, who can enable and adjust it.

Core Gameplay & Multiplayer Capabilities
Combat in the corrupted wilds of Embervale, where the Shroud timer forces you to pick your fights. Image: Keen Games GmbH / via @RageGamingVideos

Higher level caps, new loot, and boss changes

With the player cap at 50 and equipment reaching tier 55, construct-themed gear and other high-end items now sit at the top of the loot pool. Weapons like Ezramin’s Courage appear at Level 55 Legendary quality, and tougher construct enemies drop materials such as Gold Ore and Archaic Shards.

Level Cap Increases & High-Tier Loot
A high-level construct and its loot table, reflecting the raised gear tier of 55. Image: Keen Games GmbH / via @RageGamingVideos

The Fell Dragon Youngling fight in the Albaneve Summits was reworked for 1.0, so the boss is easier to bring down than before, it now has an exhausted phase where it lands on a wider walkable area, and there are grapple anchors in the arena. Its stun meter was reworked so stun arrows and shock work better against it, parrying still works, and fixes stop the bugs that could restore its health to full. Elsewhere, enemies now recover their health gradually over time when players leave the combat area or the group is wiped, instead of filling their health bars at once.


Sparkworks logic and Adventure Sharing

Sparkworks layers automation onto the voxel building system. It adds pressure plates, levers, player proximity sensors, logic gates, clocks, and mechanical outputs that wire together through node-based graphs. With those parts, players build functioning circuits that drive hidden doors, drop traps, water releases, lightning traps, and enemy spawner triggers.

Voxel Building & Sparkworks System
The Sparkworks Graphs editor, with logic gates, timers and state nodes for building automated dungeons. Image: Keen Games GmbH / via @RageGamingVideos

Adventure Sharing supports these creations: export bases and challenge dungeons, then use share codes in an in-game menu to browse builds made by other players. Shared worlds already include creations ranging from an underwater palace to custom trap gauntlets.


Fishing, food, and quality-of-life changes

Fishing revolves around a craftable rod and a stamina-driven reeling minigame; since 1.0, any fish is available in every body of water. Bait tends to attract fish of its own tier, while improved bait guarantees a catch at that tier. Food stays buff-only rather than a starvation meter, letting you run up to three simultaneous food effects that raise maximum health, mana, stamina, and regeneration.

A handful of smaller adjustments round out the release:

  • Players can switch to the classic instant glider updraft with a settings option instead of using the charged version.
  • A Barber NPC lets you fully change your character’s appearance in an existing save.
  • Pathfinding for pets and base inhabitants improves so they stop getting stuck on stairs and corners.
  • A new renderer improves lighting, shadows, and shader compilation, with gains aimed at low- and mid-tier systems.

Saves, world resets, and Early Access rewards

Early Access saves remain usable after conversion to the 1.0 format. Since character data—including level, inventory, and gear—is kept apart from world data, the character remains available when starting a new world. Construction within a Flame Altar’s perimeter is preserved; beyond it, land resets and regenerates using 1.0 world generation. With so much of the world and progression altered, starting a fresh save offers the cleanest way to experience the full release.

Before converting an Early Access save to 1.0, the game automatically backs it up. Make a separate, unmodified copy of the save folder as well, so you can return to the Early Access version if needed.

Early Access owners get three permanent base decorations—a statue, a tome and a signal—and Twitch Drops from the Early Access period have been added to the 1.0 base-game loot pool. For returning players, the first task after logging in is rebuilding a skill loadout from the refunded points. For newcomers arriving on PS5, October 15 simply marks the first day the game is playable at all.