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Impressions: Enshrouded 1.0

After 118 hours of Valheim, it’s time for me to play the games I should be playing find another survival crafting game. Enshrouded 1.0 it is!

Go anywhere! Except the shrouded bits. Or the places with higher-level enemies.

About two years ago, I was pretty down on Enshrouded generally. At the time, I had just came off of Nightingale, which expanded the boundaries of the survival crafting envelope in interesting ways. Enshrouded… did not. At least, not visibly. Coming back into Enshrouded after half a dozen updates and the 1.0 release, I was cautiously optimistic.

The results after 30 hours are… inconclusive.

I have rewritten this post four times already, oscillating between “X but worse” and “doing its own thing.” For example, the game has a lot of “Valheim but worse” vibes. There are light attacks and heavy attacks and a dodge/parry mechanic with bonus break/overpower; there are food buffs you can stack as long as they are different; it is important to be both rested and not wet. However, it is also very much not like Valheim in an arguably larger amount of ways. You can fast travel at any time you are not actively in the Shroud; there are no building physics, and you can easily have floating bases; there are XP and levels and skill trees and random loot and gem enhancements. So… closer to an Action RPG then? Yeah, maybe. But it does have the slower things, attacks are limited to like four buttons, and some rather cleverly hidden treasure chests (etc).

Does a better job than most making you feel like you’re somewhere you don’t belong.

What I can confidently say is that if you come into Enshrouded with expectations, you will be disappointed. If you don’t, you won’t. Probably.

For myself, I am in the “no longer disappointed” category. It took a while to get here. One consistent bit of friction is how much of the gameplay seemingly revolves around stopping the flow and returning back to your base. Item durability is awful, your bag space is limited considering the various amount of bits it gets stuffed with, and pretty much everything seems designed around doing something, porting home to offload, and then porting back and doing something else. I suppose you could technically ignore some of those things by deleting resources instead of hoarding everything, and also bringing a Workbench with you for repairs when you plop down a new “base” (which creates a spawn/teleport point). Or, you know, just turn off durability altogether in the Settings menu.

Nice house. It’s mine now.

Having said that, Enshrouded is gorgeous. The lighting, the terrain, the fine details in the grass, enshroomed Shrouded areas, the caves, the skyboxes, all of it. The vistas are particularly amazing, and even more so for the fact that you can actually travel to everything that you can see. This is less unique in 2026 than it was in Skyrim – you can go everywhere in Valheim and Palworld and ARK too – but it is still appreciated.

Also, the music is extremely good. It’s sweeping when you need to be swept, claustrophobic when claustroed, and segues smoothly between each. I especially like how the voiceover for the notes you find will pause once you get in combat. There are some games that won’t, or will start the whole thing over again, or other annoying variations.

I could, but I didn’t. And I appreciate that.

Anyway, that’s Enshrouded thus far. I’m going to continue playing as long as I’m experiencing a nominal amount of fun, but I’m not inclined to push through once the fun ends like I did with Valheim.

Impressions: Enshrouded

I actually purchased Enshrouded on a sale prior to Nightengale and a few other games, but had been waiting until I finished those, lest I be too enraptured by what was going to be the better game. You know, eating your peas and mashed potatoes before the pudding.

Certainly an interesting graphical style, at least.

As it turns out, I needn’t have bothered: Enshrouded is not fun to play.

Believe me, I’m as surprised as anyone. Enshrouded has sold 3 million copies in Early Access, and is specifically called out by the Nightingale devs as one reason why they are reengineering their game.

Let’s get this big note out of the way: Enshrouded is not an open-world survival crafting game. I had to look at the Steam store page to double-check, but sure enough, it’s billed as a “co-op survival action RPG.” It’s an important distinction because the crafting, resource gathering, and survival elements are all perfunctory at best. Do you punch trees and collect fiber from bushes? Yes. Can you craft the cloth or metal scraps you need for practically everything? No. Those come from mob drops, or occasionally from destroying tents or other objects out in the world. After a while, you realize that you don’t really need much of anything from environment in comparison to mob drops, which is textbook Action RPG with “survival-lite” elements.

Go anywhere you want! …but good luck getting there.

One thing Enshrouded is very good for is terrain deformation. Almost absurdly so. Nearly every inch of terrain can be dug into with a pick, and setting down base marker will allow rapid mining in almost any configuration. If you ever wanted a Hobbit-style house or Dwarven palace, this game is for you. Regular mansions are just fine as well. Build whatever you want! …provided it is within bounds of a Flame Altar.

This is important to know because general movement in Enshrouded is crap. Encounter a steep hill? Sometimes you can jump and land on individual pixels and sometimes not. If you aim your pick awkwardly upwards you can sometimes dig out a little ledge to help you climb. Double-Jump is a talent you can spec into as well. Things you can’t do? Build a box and stand on it. Or use the Grappling Hook – that’s exclusively designed to hook onto metal rings in specific places. Later on, you can unlock giant towers that you can fast travel to the top of and then jump off and use a “glider” to get around. But the glider handles more like a wingsuit weighed down with tungsten anchors than anything else.

Want to bet how far you can glide from this starting position?

The sad part is that all of this poor mobility is likely bad by design. See, the central conceit of the game is that a Shroud has billowed out of the low places of the earth, killing those trapped inside. Venturing into these low-laying placed causes one to be “Enshrouded” and will result in death after a ~5 min timer expires. Meanwhile, poking your head outside of the Shroud will rapidly add time back onto the meter. Thus, if it were easy to grapple up hills and/or build structures anywhere one pleases, it would trivialize (to an extent) the threat posed by the Shroud. So… I get it. But I also get that Nightingale feels so immensely better being able to climb/grapple any surface and glide for ages via umbrella.

As for combat itself… meh. There are a few different types of melee weapons, but no real “moves” per se. There are block/parry and dodge-roll mechanics, along with bows and magic. I have heard the latter was nerfed recently, but I’m not sure if the abysmal magic system currently in the game is the result of that or if they made it that way on purpose. You can craft wands and staves early-on, with wands having infinite “uses” (that consume item durability) but extremely limited range. I’m talking practically melee range, for some reason. Staves, on the other hand, consume both MP and “ammo” scrolls or whatever, which can only be crafted once you rescue the Alchemist NPC. Why can you craft a staff before you have the resources to use it in any capacity?

So, yeah. Enshrouded. I have played for about ~7 hours thus far and every play experience goes the same way: sprint on a road for several minutes to some location, complete a micro-dungeon, fast-travel back to base. Repeat. Or in my case, Quit to Desktop because the play experience is exhausting. The world is gorgeous but devoid of anything interesting, combat is dull, magic is pointless, and going from place to place is skibidi Ohio no cap, as the kids say. Honestly, I should have expected something once I saw “Athleticism” as its own branch in the Path of Exile-style talent tree. Oh, and the devs are extremely miserly with the talent points and level-ups in the general.

Oh well. At least these are solvable problems that will hopefully be ironed out during Early Access.

Me-Haul

Ever have a birthday, say, two weeks ago and then just ask yourself “what about second birthday?” That’s where I’m at right now. So, I bought some games and now I’m going to talk about them.

  • Enshrouded – $23.99 (20% off)
  • Nightingale – $17.99 (40% off)
  • 1000xRESIST – $15.99 (20% off)
  • killer7 – $4.99 (75% off)

The first two items there are survival crafting games I’ve had an eye on for months.

Nightingale in particular is interesting because the developers are pulling a full FF14 Realm Reborn angle called, er, Realms Rebuilt. It is not uncommon for Early Access games to have to completely retool after realizing they drove off a design cliff – Icarus will forever be my go-to example – but a total progression wipe and pivot towards non-procedural generation seems a bit weird when the central conceit of your game is ever-changing fae realms. Also, the CEO straight-up said: “We are not satisfied with where the game is at, we’re not satisfied with the overall sentiment, we’re not satisfied with our player numbers.” The Art Director then went on to say:

“Ultimately, what we realized about the procedural nature of the realms was that the procedural generation and procedural assembly of these things is really all in service of telling stories, and of letting players discover stories,” Nightingale studio director Aaryn Flynn told PC Gamer. “When you peel it back, when you recognize that that’s why we built all this tech and did all that is to tell stories, you can then ask yourself, ‘Well, are we doing that?’ Are we being successful in that?’ And we’re being only moderately successful with that.”

“We went through Enshrouded, Palworld, V Rising, we went through a lot of the bigger, quite successful survival crafting games, not just in terms of sales but in terms of player perception. And it was really the structure that stood out as something they offered that we were not offering,” Flynn said.

Gotta say, I appreciate the candor. At the same time… I can’t quite pin down why it all feels strangely off. Nightingale getting an offline mode two days after “release” was a hard pivot based on overwhelming player feedback. That’s good. Changing the narrative structure of your game based on the sales figures of other Early Access survival crafting competitors? That’s… certainly one way to do it. Hopefully it works out, considering I just bought the game, but I also hope it works out for the people who already enjoyed how the game was up to this point. Although it certainly seems like they’re saying there’s not enough of them to matter.

The second two titles are both truly random picks based on A) being on sale, and B) me hearing effusive praise for them on Reddit. Who says advertising doesn’t work? 1000xRESIST is not a game I could easily describe, and after reading the IGN 9/10 review for it, I somehow feel like I know even less than before what it’s going to be about. From what I’ve read about killer7, that one may be even more incomprehensible. But, well, I’m a simple man, and if you invoke Evangelion, Neir: Automata, Kojima, and/or Disco Elysium enough times, my wallet will appear. Provided it’s not MSRP.