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  <title>Ideas for Enshrouded</title>
  <subtitle>Ideas for Enshrouded as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://enshrouded.featureupvote.com"/>
  <id>pr_lgtdexmuhk5fjhz</id>
  <updated>2026-04-10T08:12:40Z</updated>
  <entry>
    <title>Skill tree rework feedback thread (Update 8 / Forging the Path)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707978/skill-tree-rework-feedback-thread-update-8-forging-the-path"/>
    <id>sug_ovbv0hczofvhxbc</id>
    <published>2026-04-21T18:24:05Z</published>
    <updated>2026-04-21T18:25:19Z</updated>
    <content type="text/plain">Given that the skill tree was significantly reworked with update 8, this thread is for all the general skill tree feedback after the changes.</content>
  </entry>
  <entry>
    <title>General combat feedback thread (update 8)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707967/general-combat-feedback-thread-update-8"/>
    <id>sug_vcfms5pbpi5ha38</id>
    <published>2026-04-21T17:38:30Z</published>
    <updated>2026-04-21T17:38:37Z</updated>
    <content type="text/plain">We get a fair bit of general combat feedback on here, often multiple suggestions that don't really work as a single actionable ticket. I've made this thread to merge those to so they don't have to be deleted.</content>
  </entry>
  <entry>
    <title>Forging the Path (General feedback thread)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707966/forging-the-path-general-feedback-thread"/>
    <id>sug_d8z9waseg8haqqa</id>
    <published>2026-04-21T17:37:52Z</published>
    <updated>2026-04-21T17:39:14Z</updated>
    <content type="text/plain">For all the Update 8 feedback that doesn't fit neatly into a single ticket :)</content>
  </entry>
  <entry>
    <title>Lags in Cities, or larger Group of Enemies</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719686/lags-in-cities-or-larger-group-of-enemies"/>
    <id>sug_hvoen4wuatjsy5l</id>
    <published>2026-07-02T21:43:48Z</published>
    <updated>2026-07-06T12:50:51Z</updated>
    <content type="text/plain">Enshrouded worked well in the beginning but meanwhile , i rent a server and even in Single Player, the lags are really bad. IF the NPCs are close by nothing works anymore, larger Enemy groups are the Dead of the Fun play because ....im in the Matrix... everything is stop motion.&#13;
I don't know what you did, i bought it by release and everything was Amazing, but now? Playing with all that lagging is not Fun anymore.&#13;
Maybe you can not reach for that, that only People with High End NASA PC can play the Game. I loved it and i wish to love it again</content>
  </entry>
  <entry>
    <title>Fix the stability issues that have crept in as you have been upgrading.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720056/fix-the-stability-issues-that-have-crept-in-as-you-have-been-upgrading"/>
    <id>sug_b0dlqlixmbokt56</id>
    <published>2026-07-05T16:40:48Z</published>
    <updated>2026-07-06T12:43:27Z</updated>
    <content type="text/plain">When I first started playing your game was rock solid, no crashes ever. Now I am experiencing three or four crashes per session.</content>
  </entry>
  <entry>
    <title>Survivors despawning</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720111/survivors-despawning"/>
    <id>sug_f6ebbgj38k7mcxs</id>
    <published>2026-07-06T00:55:36Z</published>
    <updated>2026-07-06T12:41:11Z</updated>
    <content type="text/plain">Survivors consistently vanish even if i set their roam distance to 0</content>
  </entry>
  <entry>
    <title>game lags</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720113/game-lags"/>
    <id>sug_gtgd8tpcuhoctiv</id>
    <published>2026-07-06T01:05:52Z</published>
    <updated>2026-07-06T12:40:52Z</updated>
    <content type="text/plain">can we fix this laggy overlay issue in game,  when i pull up steam overlay to talk to whoever pm's me. it also lags and never fixes itself if i have it minimized and pulled back up and lags horribly when discord is minimized in the back. my PC specs are not that old. it can run 4 different programs along with discord in the back and push games like monster hunter wilds on high performance with no lag what so ever. I've had to reset the game 4x for it to run properly and now i have to keep myself offline or invisible for people to stop talking what kind of developers allow this to happen you been in early access for 2yrs..</content>
  </entry>
  <entry>
    <title>Monitors crash display unsupported.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720116/monitors-crash-display-unsupported"/>
    <id>sug_j9sn6wf2g7zd3vc</id>
    <published>2026-07-06T02:16:23Z</published>
    <updated>2026-07-06T12:40:46Z</updated>
    <content type="text/plain">When I play Enshrouded my monitors suddenly say displayport not supported and shutdown.</content>
  </entry>
  <entry>
    <title>Fix the loading issue.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720133/fix-the-loading-issue"/>
    <id>sug_4gzk9ajno6uuhwu</id>
    <published>2026-07-06T05:20:58Z</published>
    <updated>2026-07-06T12:40:30Z</updated>
    <content type="text/plain">The current loading issue is affecting a lot of players. When fast traveling, the game often sticks on the loading screen despite the fact that you can hear music, animals, water, etc. having loaded. This needs to be fixed before official release as it makes the game rather unplayable.</content>
  </entry>
  <entry>
    <title>Excavation &amp; Restoration Feature</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719658/excavation-restoration-feature"/>
    <id>sug_0b8j4rqluqcs1gc</id>
    <published>2026-07-02T17:34:30Z</published>
    <updated>2026-07-02T17:52:37Z</updated>
    <content type="text/plain">A number of the structures in the game are damaged, or buried. Similar to how the Flame Altar locks in terraforming alterations, I would like to see a feature that would allow you to, for example, “lock in” your efforts at excavation of, say, the vault the Carpenter is in. By this I mean, it is possible with the pickax (or explosive power balls/grenades), to expose the buried walls that are indestructible.&#13;
&#13;
I would like an aura around these buildings that makes this permanent, up to a certain distance. The distance should be far enough that if you're looking at the thing from a distance and the right angle, you could more-or-less see the entire building cleanly.&#13;
&#13;
Similarly, I'd like the option to place a Flame Altar in locations, such as ruins of towns, and use various forms of wood or stone to REPAIR the buildings, locking it in as a permanent transformation only once the entire area is restored. That is, the town is restored to active status and survivors can live there, again, once you've restored it, and the Flame Altar is removed from your list of active altars but remains something you can fast travel to because you took the time to restore it.&#13;
&#13;
This should also be an option for the ruined fortress-type places in the game, allowing the story to position the Flameborn as, in essence, a human phoenix, restoring civilisation throughout the region via their efforts. This should, mind you, be a side quest, in my view, not actually required to complete the game - but something that people so-inclined could still do, if they want.</content>
  </entry>
  <entry>
    <title>Different values on the archery target</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719656/different-values-on-the-archery-target"/>
    <id>sug_ibaozu2crpbtvkt</id>
    <published>2026-07-02T17:27:08Z</published>
    <updated>2026-07-02T17:52:19Z</updated>
    <content type="text/plain">When you shoot the archery target in the middle it gives you full attack.  Outer rings give you less.  For accuracy and control.</content>
  </entry>
  <entry>
    <title>Add Shield Barrier Spell</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719653/add-shield-barrier-spell"/>
    <id>sug_gseysoybivohobm</id>
    <published>2026-07-02T16:30:55Z</published>
    <updated>2026-07-02T17:52:03Z</updated>
    <content type="text/plain">Barrier has the following properties&#13;
1. It reflects all magic projectiles&#13;
2. It destroys all non magic projectiles&#13;
3. Entities can walk through it&#13;
4. It doesnt block melee attacks&#13;
5. Each projectile hit reduces the maximum lifetime but also has a healthbar&#13;
6. Current shield health/ lifetime is shown with transparency effect&#13;
&#13;
- Its either a complete bubble with the radius of 3-6 meters&#13;
- or a horizontal wall which has the height of 1,5x times the players size, width of 3-5 meters</content>
  </entry>
  <entry>
    <title>Add Healing Area Spell</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719652/add-healing-area-spell"/>
    <id>sug_zqbletglgorozjn</id>
    <published>2026-07-02T16:24:38Z</published>
    <updated>2026-07-02T17:51:51Z</updated>
    <content type="text/plain">Add a Spell that creates a Healing Effect in an 5-7 meter Radius for 10-30 seconds (depending on healing strength)&#13;
&#13;
This could also be an alternative perk for Martyr. It would drop a Healing Area where the Mage died so if you try to revive the mage you have better chances to do so. Aternatively the perk could drop some sort of shield barrier</content>
  </entry>
  <entry>
    <title>Earlier Access to Better Resource Gathering Tools</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719565/earlier-access-to-better-resource-gathering-tools"/>
    <id>sug_grldwj7b7nrkohi</id>
    <published>2026-07-02T02:21:13Z</published>
    <updated>2026-07-02T17:51:39Z</updated>
    <content type="text/plain">Mining copper is a uniquely miserable experience. I would suggest the Blacksmith should have metal tools available - unlock some basic metal ax and pickax once you have the Forge and are able to make metal sheets, with the metal ones having higher durability, chopping/mining faster, taking less Stamina per swing, with copper tools becoming available as soon as you mine copper for the first time and bring it back to the Blacksmith. Copper tools should be better than tools made from generic metal sheets, possibly with the ability to upgrade them for increased efficiency.&#13;
&#13;
The improved tools should also have a higher chance of getting the thing you're mining. It took me 2+ hours to get 100 Copper from the first area I found, which looked visually like it should have about 2,000 to 3,000 units of copper, but instead, it's 5-10 hits before you get anything - and when you do, it isn't usually copper. Even if the entire wall you're hitting is literally copper.</content>
  </entry>
  <entry>
    <title>T-Shirts that have the same designs as the hoodies (merch store)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719519/tshirts-that-have-the-same-designs-as-the-hoodies-merch-store"/>
    <id>sug_wbxj42ag7xzwyeh</id>
    <published>2026-07-01T19:17:12Z</published>
    <updated>2026-07-02T17:51:08Z</updated>
    <content type="text/plain">I REALLY want to buy some merch to support you. But I'm VERY hot blooded and can't wear hoodies. Please consider a line of t-shirts that have the same designs as the hoodies.</content>
  </entry>
  <entry>
    <title>quick move base to new flame altar</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719489/quick-move-base-to-new-flame-altar"/>
    <id>sug_0lgxqpoz6r0mgzr</id>
    <published>2026-07-01T16:12:33Z</published>
    <updated>2026-07-01T18:10:17Z</updated>
    <content type="text/plain">As the title suggests, Instead of carting everything from one base and moving everything over manually, it would be nice to be able to move all belongings and crafting stations to a new location near instantaneously. A good example of this is in V Rising. I understand it may be difficult to implement, so any answer on this is greatly appreciated. Thanks so much!</content>
  </entry>
  <entry>
    <title>Eagle Eye Rangefinder Upgrade</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719481/eagle-eye-rangefinder-upgrade"/>
    <id>sug_r4ea5ky5liu3stq</id>
    <published>2026-07-01T15:18:38Z</published>
    <updated>2026-07-01T18:09:55Z</updated>
    <content type="text/plain">The Eagle Eye ability should have an upgrade that expands the aim markers, and when aiming at a specific target (such as a beehive, enemy infrastructure, or an actual enemy) tells you exactly how many metres of distance your shot is. This should also not have a range LIMITATION, by which I mean, if I can see the thing with Eagle Eye well enough to see it moving and try to aim at it, the marker should tell me how far away it is - and put the number in red if there is no arc which would result in a hit from my current location.&#13;
&#13;
This could even be two separate upgrades for the same power to add levels of investment to it.</content>
  </entry>
  <entry>
    <title>Clarify player poison damage type</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719405/clarify-player-poison-damage-type"/>
    <id>sug_lu972th8lnasbfn</id>
    <published>2026-07-01T00:44:03Z</published>
    <updated>2026-07-01T18:08:00Z</updated>
    <content type="text/plain">Poison as a user damage type is vague and hard to understand. &#13;
&#13;
We have one trait that ups the chance of venomous blades from 5%&gt;25% and another trait that says the poison from that perk is increased 100%. The perk of venomous blades just states that "a chance to poison enemies on hit". Poison arrows have a buff that poisons wildlife and stats how much damage and how long it applies. We also have the snake eater trait that stats "poison damage bypasses armor and can only be mitigated by resistance".&#13;
&#13;
No where can i find a clear explanation of what poison is or how exactly it works. In the offensive stats screen it lists every other type of damage but not poison. Other damage types are simple to understand but poison is hard to understand exactly whats going on. I know its a type of damage over time effect because i can poke and enemy with daggers and watch the DoT, yet no where does it say poison is a dot. in fact when we see the description of poison in the snake eater trait, all it says is its a type of damage that ignores armor.&#13;
&#13;
TLDR: Please clarify what poison does in the game as a user damage type and add a section to the offensive stats screen that allows me to see those effects.</content>
  </entry>
  <entry>
    <title>Flame Beacons</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719404/flame-beacons"/>
    <id>sug_ouyw9xuxg2fcqnc</id>
    <published>2026-07-01T00:30:49Z</published>
    <updated>2026-07-01T18:07:46Z</updated>
    <content type="text/plain">I would like to see a sort of miniature Flame Altar, called Flame Beacon, which you can teleport to but where you cannot build, though any environmental changes within the radius are still recorded &amp; locked in. Limit maybe equal to ×2 or ×4 the current number of Altars.&#13;
&#13;
Essentially Fast Travel Points which can be themselves upgraded, dependent on upgrades to overall Flame Level, to allow easier manoeuvring around the world, while not exactly having more bases or altars.</content>
  </entry>
  <entry>
    <title>Tutor / Trainer NPC.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719401/tutor-trainer-npc"/>
    <id>sug_kzy3izhutcvfram</id>
    <published>2026-07-01T00:18:41Z</published>
    <updated>2026-07-01T18:07:09Z</updated>
    <content type="text/plain">Due to the nature of the combat mechanics and their associated learning curve, I would recommend a tutor / trainer NPC, with repeatable training quests offering low-level rewards (Salt, Flint - which I'd shorten to just Flint because calling it Flintstone just makes me think of Fred &amp; Wilma) and relevant rewards (example: give Arrows as a reward for the Archery repeatable training exercise, but have the exercise itself give you a few that are only good for that exercise and enough to do the thing the exercise is for).&#13;
&#13;
This should focus on every kind of weapon - knives, regular weapons like swords or hatchets, and heavy weapons like the greatsword, as well as the bow, and the explosive powder balls, etcetera. Exercises should give a mix of low-level rewards + relevant rewards if you do well. For instance if you get a gold star on the one for explosive powder balls, you get +2 explosive powder balls as a reward, perhaps.</content>
  </entry>
  <entry>
    <title>World loot treasure chests respawn timer adjustable via options</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719377/world-loot-treasure-chests-respawn-timer-adjustable-via-options"/>
    <id>sug_gcuonhfey8rydm9</id>
    <published>2026-06-30T20:27:10Z</published>
    <updated>2026-07-01T18:06:53Z</updated>
    <content type="text/plain">Add an option to the setting that the server host can dictate how fast the blue and gold chests respawn. Ranging from 30 minutes to several days real time.&#13;
&#13;
Chest farming allows people to just power creep with minimal effort and causes content to become trivial. This would allow people to still loot farm if that is their thing but also gives people the opportunity to force them to engage monsters.</content>
  </entry>
  <entry>
    <title>Gem that adds a constant flameborn aura hehe</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719337/gem-that-adds-a-constant-flameborn-aura-hehe"/>
    <id>sug_wogxtk1hqod6f1c</id>
    <published>2026-06-30T14:43:55Z</published>
    <updated>2026-07-01T18:05:15Z</updated>
    <content type="text/plain">I was going to ask if it may be possible to add a gem for 1.0 or in the future that adds a gem which gives the player a constant flameborn aura like the flame altar, cuz that aura looks really good :) and maybe that aura could buff the character to deal fire damage? Idk what do you think?</content>
  </entry>
  <entry>
    <title>Veilwater - food stats need to be completely rebalanced</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719334/veilwater-food-stats-need-to-be-completely-rebalanced"/>
    <id>sug_ir0xd3opl0kmmcs</id>
    <published>2026-06-30T14:21:56Z</published>
    <updated>2026-07-01T18:04:59Z</updated>
    <content type="text/plain">In summit I have +240 hp from meat dish and hp regen, but in next biome, harder one, I'm getting very specific bonus that does not work for some mobs even, but losing hp regen for it. That makes higher tier food useless in previous biome (40HP extra are not worth it), and even more so if player has Calm Spirit perk.&#13;
&#13;
For grain dish (melee damage) we get additional 3% of melee damage, but getting actually less bonus stamina and losing stamina regeneration completely, which is in the end a downgrade (3% of extra damage may be significant only for boss fight, but even in that case can easily be ignored)&#13;
&#13;
And most of all, vegetables. Instead of stamina regeneration we're getting... max mana increase. Why do I need mana for daggers/bow build, especially instead of stamina regeneration? The only use would be for infinite magical arrows, but if general game element works only under specific build and tight condition - it's not making it useful.&#13;
&#13;
Not to mention absurd recipe price of grilled fish with coconut rice... fish filet costs coins and, what's more important, can be extracted ONLY from extremely rare fish, i.e. accesibility of it is dictated by RNG.&#13;
&#13;
Ginger is available only in Veilwater, but properties of the dish are useful only in previous biome. And it does not work that well as a warm armor replacement, for returning to biome, since it takes food slot (i.e. cannot be applied if other type of dring is used), does not give any meaningful stats and basically works only for "leftovers" grind, which can be done easily withou it.</content>
  </entry>
  <entry>
    <title>Radiant Aura and Righteous Fire - Add holy damage type</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719257/radiant-aura-and-righteous-fire-add-holy-damage-type"/>
    <id>sug_yzksojvzfnqdm6r</id>
    <published>2026-06-30T05:56:09Z</published>
    <updated>2026-07-01T18:04:18Z</updated>
    <content type="text/plain">Instead of making these two skills only damage Fell enemies which feels bad, maybe change these skills to do a different damage type (like Holy) that only fell (and probably undead for good flavor!) are vulnerable to but make all other enemy types resistant to it.  That way you can at least hit other enemy types with it even if its for a lesser amount.  And also now you have a new damage type you can add it items!</content>
  </entry>
  <entry>
    <title>Don't turn torches into twigs</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719274/dont-turn-torches-into-twigs"/>
    <id>sug_vbyowi5seqqsnyk</id>
    <published>2026-06-30T07:21:48Z</published>
    <updated>2026-07-01T18:04:02Z</updated>
    <content type="text/plain">When a torch runs out of durability, it turns into twigs. Can it please just be extinguished instead of turning into twigs? That way, if I find a repair station then I can restore it.</content>
  </entry>
  <entry>
    <title>Add Magic Find Mechanics (gear that increases the rarity of dropped loot)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719076/add-magic-find-mechanics-gear-that-increases-the-rarity-of-dropped-loot"/>
    <id>sug_e6f0fhn1r14vp7p</id>
    <published>2026-06-29T03:12:15Z</published>
    <updated>2026-07-01T18:03:28Z</updated>
    <content type="text/plain">Please add a mechanic that allows players to find better loot through some form of investment, whether direct or indirect, and whether with drawback or not, so that loot does not become stale when exploring the world. The lack of control over natural progression becomes more awkward towards the end of the game where your best options are less held back by your enemies and skill level and more by pure luck.</content>
  </entry>
  <entry>
    <title>Cold meter / Hypothermia warning more visible !</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719033/cold-meter-hypothermia-warning-more-visible"/>
    <id>sug_c1ninmtnng9yrmu</id>
    <published>2026-06-28T16:33:20Z</published>
    <updated>2026-06-30T18:19:02Z</updated>
    <content type="text/plain">PLEASE, make the cold meter as visible as the "Enshrouded" meter.&#13;
We are constantly dying from Hypothermia. The meter is to small and the warning is not popping up or we miss it.&#13;
&#13;
The "Enshrouded" meter is perfect - why not use the same visual for cold ?&#13;
&#13;
Suggestion:&#13;
make the "cold meter" look exactly like the enshrouded meter, at the same place. If you have both, stack them on top of each other</content>
  </entry>
  <entry>
    <title>item dissapear</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719029/item-dissapear"/>
    <id>sug_7iy2xc2rktuxh2h</id>
    <published>2026-06-28T16:16:48Z</published>
    <updated>2026-06-30T18:18:29Z</updated>
    <content type="text/plain">I had a wand, and the power went out. When I restarted the computer and got back into the game, the wand had disappeared.</content>
  </entry>
  <entry>
    <title>Add a tattered black cape to Guard of the North armor piece</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719009/add-a-tattered-black-cape-to-guard-of-the-north-armor-piece"/>
    <id>sug_9onmy9egghdstm3</id>
    <published>2026-06-28T11:53:16Z</published>
    <updated>2026-06-30T18:18:20Z</updated>
    <content type="text/plain">Requesting a tattered black cape for the Guard of the North armor set. This would perfectly complement the dark knight / "black swordsman" theme.</content>
  </entry>
  <entry>
    <title>Upgradeable Existing Storage Containers</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718934/upgradeable-existing-storage-containers"/>
    <id>sug_qerawjd1ldmgcl9</id>
    <published>2026-06-27T16:05:29Z</published>
    <updated>2026-06-30T18:18:09Z</updated>
    <content type="text/plain">Summary&#13;
Allow players to upgrade existing storage containers (Small → Medium → Large → Huge) instead of deleting and rebuilding them.&#13;
&#13;
Problem&#13;
As players progress, they naturally craft larger and larger storage containers. But currently:&#13;
&#13;
A player may build 10–30 Small Chests early on, then replace them with Medium Chests, then replace those with Large or Huge Chests&#13;
&#13;
This results in:&#13;
Dozens of obsolete containers&#13;
Time wasted rebuilding and reorganizing&#13;
Inventory clutter&#13;
No meaningful use for the old containers except deletion&#13;
&#13;
For example, I personally built around 35 chests across different sizes, and now that I’m upgrading to Huge chests, all the older ones are just wasted materials.&#13;
&#13;
Impact on Gameplay&#13;
This creates friction in mid‑game base building:&#13;
Players hesitate to build early storage because they know it will be wasted&#13;
Base redesigns become tedious&#13;
Quick‑Stack setups have to be rebuilt multiple times&#13;
It discourages creative base layouts early on&#13;
&#13;
Proposed Solution&#13;
Add a “Upgrade Container” option at the crafting bench or directly on the chest.&#13;
Example:&#13;
Small Chest → Medium Chest (costs the difference in materials)&#13;
Medium Chest → Large Chest&#13;
Large Chest → Huge Chest&#13;
This preserves progression while eliminating waste.&#13;
&#13;
Why This Fits Enshrouded&#13;
The game already supports upgrading tools, armor, and crafting stations&#13;
It reduces frustration without trivializing early‑game resource scarcity&#13;
It encourages players to build real bases earlier instead of waiting for Huge chests&#13;
It aligns with the game’s quality‑of‑life improvements in recent patches</content>
  </entry>
  <entry>
    <title>multishot</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718916/multishot"/>
    <id>sug_wjrmitnyhyfmmpz</id>
    <published>2026-06-27T12:31:05Z</published>
    <updated>2026-06-30T18:17:15Z</updated>
    <content type="text/plain">wands that use ice do not actually have multi shot despite it saying they do</content>
  </entry>
  <entry>
    <title>Male and Female Clothing variants for each outfit</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718876/male-and-female-clothing-variants-for-each-outfit"/>
    <id>sug_jtejlxxqwqosvxs</id>
    <published>2026-06-27T04:17:04Z</published>
    <updated>2026-06-30T18:16:18Z</updated>
    <content type="text/plain">Please work to make Male and Female styles look different. When they have a helmet on you can't see a difference. I would love to have a Real Barbarian style that separates the design between male and female. Male style looks like "He-man" and Female looks like "Red Sonya". Plus, add a look like an "Assassin Creed" style.</content>
  </entry>
  <entry>
    <title>Add a dedicated Builder NPC ("Architect") to buy building blocks</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718834/add-a-dedicated-builder-npc-architect-to-buy-building-blocks"/>
    <id>sug_ajrhmdbgcet3fhe</id>
    <published>2026-06-26T20:19:07Z</published>
    <updated>2026-06-30T17:55:50Z</updated>
    <content type="text/plain">Enshrouded has an amazing building system, but gathering materials for massive projects can become a tedious chore for creative players.&#13;
&#13;
Please consider adding a dedicated Builder/Architect NPC for the full release.&#13;
&#13;
How it could work:&#13;
&#13;
Progression: The NPC sells building blocks only from biomes the player has already discovered/cleared.&#13;
&#13;
Economy: Blocks can be bought for Gold Coins or exchanged for raw materials (e.g., trading raw stone for specialized blocks).&#13;
&#13;
Perks: This would allow builders to focus on creativity rather than endless grinding, keeping the building community engaged for hundreds of hours.</content>
  </entry>
  <entry>
    <title>Custom Title for Hosted Live Sessions</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718772/custom-title-for-hosted-live-sessions"/>
    <id>sug_w774gcwtqfe5ehd</id>
    <published>2026-06-26T11:02:08Z</published>
    <updated>2026-06-30T17:53:14Z</updated>
    <content type="text/plain">When hosting a live game, it would be great if the host could assign a custom title to the current session.&#13;
&#13;
Instead of only showing the world name, the server browser could also display a session title, for example:&#13;
&#13;
"Castle Tour"&#13;
"Looking for Builders"&#13;
"Marketplace Open"&#13;
"Boss Fight Preparation"&#13;
"Just Exploring"&#13;
&#13;
This would make it much easier for friends and visitors to know what is currently happening before joining.&#13;
&#13;
The title could be optional and editable at any time while the host is online.&#13;
&#13;
This is especially useful for players who like to showcase their builds, organize community events, or simply communicate the purpose of the current session.</content>
  </entry>
  <entry>
    <title>Salvage Magic Chests</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718743/salvage-magic-chests"/>
    <id>sug_enqqc5pn4sibhq3</id>
    <published>2026-06-26T06:22:47Z</published>
    <updated>2026-06-30T17:52:00Z</updated>
    <content type="text/plain">As you upgrade through Small, Medium, Large and Huge Magic Chests, you should be able to salvage the smaller ones for all/part of their crafting resources</content>
  </entry>
  <entry>
    <title>A way to Change NPC Distance after going through all their chat options</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718719/a-way-to-change-npc-distance-after-going-through-all-their-chat-options"/>
    <id>sug_5kxazyrshnnijem</id>
    <published>2026-06-26T02:09:45Z</published>
    <updated>2026-06-30T17:51:11Z</updated>
    <content type="text/plain">I just started getting NPCs and I see I can't alter the Blacksmith's walking distance once I read all his chat options.  Now it just automatically goes to his store page instead of the dialogue box.  I like for maybe even if the NPC has nothing to say that chat box still opens just so I can keep altering their walking distance.</content>
  </entry>
  <entry>
    <title>the old and new Black Mire heartwood</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718637/the-old-and-new-black-mire-heartwood"/>
    <id>sug_gpx8a76dky9gjct</id>
    <published>2026-06-25T13:59:12Z</published>
    <updated>2026-06-30T17:50:22Z</updated>
    <content type="text/plain">I don't know if the translation of "schwarzmoor kernholz" is correct. That is why I am saying it in German, to rule out any confusion. &#13;
&#13;
I’ve noticed that some players don’t like the new, darker core wood and are disappointed by the change. Others, however—myself included—think it’s great. I really like that it’s darker now; it’s perfect for creating unique, custom tree structures. Ideally, it would be best if you could offer both the old and the new versions to satisfy all players.&#13;
&#13;
So much thanks, you´re great.</content>
  </entry>
  <entry>
    <title>Wider selection of statues and size options</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718631/wider-selection-of-statues-and-size-options"/>
    <id>sug_1dv8dxvxjjbvdwp</id>
    <published>2026-06-25T13:42:48Z</published>
    <updated>2026-06-30T17:48:59Z</updated>
    <content type="text/plain">I would be absolutely delighted if you offered a wider selection of statues—and if it were possible to customize the size of each statue. Currently, their size often doesn't fit the project. Thanks.</content>
  </entry>
  <entry>
    <title>Environment Collapse &amp; Damage</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718600/environment-collapse-damage"/>
    <id>sug_cyozuzr4ltmqtpf</id>
    <published>2026-06-25T10:48:07Z</published>
    <updated>2026-06-30T17:48:14Z</updated>
    <content type="text/plain">Cutting trees and damage to any surrounding environments should cause damage to characters that are hit or caught up in them. On such good example are cave-ins and stalactites that sometimes get loose and fall. It's still quite unrealistic how when we dig without forming any kind of support structure and it does not induce any failure (rockslides, etc) that the holes we create no matter how ridiculous do not collapse as they should in real life. &#13;
&#13;
A thought just came to mind. What about earthquakes and tidal waves? These can add to the experience by damaging structures. Calamities should be a normal part of the experience.</content>
  </entry>
  <entry>
    <title>Title: Bring back ambient block audio loops (Mycelium, Bone, Rock) or add a base sound toggle!</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718537/title-bring-back-ambient-block-audio-loops-mycelium-bone-rock-or-add-a-base-soun"/>
    <id>sug_le4dnmit6w6vyxt</id>
    <published>2026-06-24T23:43:58Z</published>
    <updated>2026-06-30T17:37:50Z</updated>
    <content type="text/plain">Please bring back the ambient sounds based on blocks and ground materials used inside our bases! I want to create a moody sounding base based on the blocks I am using, but all I hear right now is birds chirping.I have over 800 hours on my current build and I have created a massive gothic castle maze, yet it sounds like a cheerful forest because of the bird tracks. Whoever complained about their base sounding "too creepy" in previous updates completely ruined it for everyone else.If casual players want quiet houses, please at least give us a setting toggle or a special prop to activate block ambiance so builders can create immersive dungeons again. PLEASE BRING IT BACK!</content>
  </entry>
  <entry>
    <title>tether - planting multiple magical light objects when exploring shrouded underground.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718449/tether-planting-multiple-magical-light-objects-when-exploring-shrouded-undergrou"/>
    <id>sug_jxpjqtuk4vbedgp</id>
    <published>2026-06-24T14:56:01Z</published>
    <updated>2026-06-30T17:35:51Z</updated>
    <content type="text/plain">when exploring underground shrouded area, it always have a risk of being lost, and can't find way back to escape the shrouded area in time.&#13;
&#13;
another space exploring game - astroneer, has almost similar aspect of exploration.&#13;
white exploring the player need to continuously "tether" a stationary device on ground/wall to link power and oxygen to the space suit to sustain player life.&#13;
&#13;
what i suggest is just able to plant many (maybe limited by other factor, such as need to be crafted, consume stamina/mana, skill tree, whatever) luminous objects in anywhere, even in the air, but only at close range.&#13;
&#13;
if player planted these these objects properly while exploring, it can help player show the way back to "where i start from".&#13;
&#13;
this will encourage exploration.</content>
  </entry>
  <entry>
    <title>Bows should be able to trigger the sneak attack skill</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718303/bows-should-be-able-to-trigger-the-sneak-attack-skill"/>
    <id>sug_0jwwehroi7arait</id>
    <published>2026-06-24T02:09:16Z</published>
    <updated>2026-06-30T17:33:17Z</updated>
    <content type="text/plain">Like the title says, bows should be able to trigger the extra damage for the sneak attack skill, even if it is slightly lower to compensate for the easier execution. This would reward more of a sniper build. As it is, there is no real reason to sneak when you use a bow as your primary weapon. This idea is not unheard of, nor does it break games. Look at Skyrim for example. If you sneak and use your bow on an unaware enemy, it does significantly more damage, but not so much that it overpowers the player. I propose that this sort of system is added to Enshrouded as well.</content>
  </entry>
  <entry>
    <title>Consistent Night Light Level (weather shouldn't impact light so much at night)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718301/consistent-night-light-level-weather-shouldnt-impact-light-so-much-at-night"/>
    <id>sug_mpot2eayi0ljdzj</id>
    <published>2026-06-24T02:02:50Z</published>
    <updated>2026-06-30T17:31:00Z</updated>
    <content type="text/plain">Light level during the night should be more consistent. Currently, I'll be able to see pretty well as I'm building, when all of a sudden, it gets so dark that if I didn't have an UI I would check to make sure that my monitor was still plugged in. I understand that this is likely to try to emulate clouds moving across the moon, but it is quite intense and rather irritating. I would recommend that this feature is either completely removed or made less intense, or at very least making it a toggle in the settings. If you want to have a realistic night light level without this drastic effect, you could implement a moon phase system, where the entire night has a steady light level, but from night to night it changes according to the phase of the moon.</content>
  </entry>
  <entry>
    <title>Withdraw specific items from magic chests (search all nearby magic chests)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718261/withdraw-specific-items-from-magic-chests-search-all-nearby-magic-chests"/>
    <id>sug_weq1cx5ufhs2esk</id>
    <published>2026-06-23T22:17:41Z</published>
    <updated>2026-06-30T17:29:33Z</updated>
    <content type="text/plain">Since the addition of auto send platforms to your chests I have no idea where some of my decorations are sitting, I have a party member who just dumps all his random stuff into chests and now every time I have windows on me they disappear into a chest somewhere it would be cool to have a catalogue of items in chests to grab from so I can withdraw items I want without having to search every chest. He also doesn't use arrows so my arrows always end up in a chest somewhere too a withdraw feature would be pretty cool here too.</content>
  </entry>
  <entry>
    <title>Add an alternative building hammer for decorations.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718259/add-an-alternative-building-hammer-for-decorations"/>
    <id>sug_qyhzudzagbzyqtj</id>
    <published>2026-06-23T21:55:40Z</published>
    <updated>2026-06-30T17:28:10Z</updated>
    <content type="text/plain">It would be amazing to be able to build from what you have in boxes with a buildhammer just for decorations. Right now my whole inventory is full of decorations, and you have to drag them one by one in your hotbar, it gets tedious in big builds.</content>
  </entry>
  <entry>
    <title>Yak not dropping wool</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/719028/yak-not-dropping-wool"/>
    <id>sug_hknm39mrtvylzey</id>
    <published>2026-06-28T15:55:24Z</published>
    <updated>2026-06-28T17:47:10Z</updated>
    <content type="text/plain">Killed Yak, preview of loot showed Wool x2 and no wool collected.</content>
  </entry>
  <entry>
    <title>Pet Accessories</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/718567/pet-accessories"/>
    <id>sug_vtxxggulftgci6p</id>
    <published>2026-06-25T05:41:07Z</published>
    <updated>2026-06-25T20:47:06Z</updated>
    <content type="text/plain">Be able to find/ craft Pet outfits/hats/costumes and collars. Cat houses and dog houses</content>
  </entry>
  <entry>
    <title>Large Windmill Sails</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/717986/large-windmill-sails"/>
    <id>sug_cgdymhckpygwhkr</id>
    <published>2026-06-23T04:48:06Z</published>
    <updated>2026-06-23T20:41:12Z</updated>
    <content type="text/plain">Since the only available windmill sails are already titled as small, please add the large ones as fast as possible.&#13;
&#13;
The little ones are cute, but I want huge windmills and it looks ridiculous right now, having big houses with these small sails.&#13;
Thought this would happen on its own, but waited for a long time and now I take my chance with a suggestion</content>
  </entry>
  <entry>
    <title>Easier Hammer Access</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/717980/easier-hammer-access"/>
    <id>sug_shnryn5xjujeydu</id>
    <published>2026-06-23T01:59:56Z</published>
    <updated>2026-06-23T20:38:36Z</updated>
    <content type="text/plain">When you press the hotkey to enter building mode, it should trigger if the build hammer is just on your hotbar. It should still select the hammer when you do that, so you can't use your weapon while building. Frequently while building (specifically while destroying prebuilt structures so I can use their prime real estate) I press the build mode hotkey ... and nothing happens, because I am holding my torch instead of my hammer, because night is *really* dark and the hammer light does practically nothing. It would be great if I could just press the hotkey and it would select my hammer and open the building UI.</content>
  </entry>
  <entry>
    <title>Add npc pathing tool to "draw" paths for NPCs to take.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/717905/add-npc-pathing-tool-to-draw-paths-for-npcs-to-take"/>
    <id>sug_0i55binnv8vvpnc</id>
    <published>2026-06-22T14:03:45Z</published>
    <updated>2026-06-23T20:38:06Z</updated>
    <content type="text/plain">Add a pathing tool - essentially invisible path terrain- that is assignable to npcs that would allow us to create specific paths for them to adhere to. They should prioritize interacting with furniture along their path as well (ie sitting down or possibly interacting with crafting tables as well)</content>
  </entry>
</feed>
