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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>A dedicated Build hotbar menu, swapping between action hotbars and building ones.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721888/a-dedicated-build-hotbar-menu-swapping-between-action-hotbars-and-building-ones"/>
    <id>sug_upxhggi6bgwioit</id>
    <published>2026-07-18T14:35:12Z</published>
    <updated>2026-07-24T21:04:56Z</updated>
    <content type="text/plain">A way to swap between building hotbars and action hotbars or a CTRL hotbar tab that only shows up when using a keybind like CTRL+B to then be able to drag your build items in and disappear whenever you out of building territory or hit CTRL+B again ?&#13;
&#13;
That way if we on a building creative spree, we can keep our current hotbar the way they are while we have a dedicated building hotbar to decorate our home further.</content>
  </entry>
  <entry>
    <title>Map design flaw with enshourd mist without being able to get out.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721842/map-design-flaw-with-enshourd-mist-without-being-able-to-get-out"/>
    <id>sug_qczfmtmblmlwust</id>
    <published>2026-07-18T01:46:47Z</published>
    <updated>2026-07-24T21:04:19Z</updated>
    <content type="text/plain">Southeast from the Vault of the Carpenter there's a zone with a huge lava wall full of enshroud myst that if you fall there you cant get out unless you are lucky enough as me to have the double jump + Updraft and at least 1 full mining pike on you to make a "stair" with the terrain. I dont have the coordinates but if you see the map of a little bit southeast from the vault i mentioned and right to the Flame Shrine in that zone. Is a huge hole with myst and a huge lava wall and a lot of lava all over the place. You cant fast travel because of myst and no way to get out without right talents. Sorry for the rough explanation, english is not my main language.</content>
  </entry>
  <entry>
    <title>Remove the level limit</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721838/remove-the-level-limit"/>
    <id>sug_gpixqrizzlaojzd</id>
    <published>2026-07-18T00:44:43Z</published>
    <updated>2026-07-24T21:03:27Z</updated>
    <content type="text/plain">I feel less excited about getting upgrades and enjoying skill progression when I know there’s a limit to the skill points I can earn before the game hardcaps them.</content>
  </entry>
  <entry>
    <title>Ability to remove death marker on map and compass.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721817/ability-to-remove-death-marker-on-map-and-compass"/>
    <id>sug_ilioxzllkbjenjf</id>
    <published>2026-07-17T21:39:07Z</published>
    <updated>2026-07-24T21:03:11Z</updated>
    <content type="text/plain">Sometimes i dont want to go back and gather the inventory i left when i died, so i would like to be able to remove the markers for those.</content>
  </entry>
  <entry>
    <title>Explain Nighttime Sounds</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721799/explain-nighttime-sounds"/>
    <id>sug_saevrg9jccwbr71</id>
    <published>2026-07-17T20:12:19Z</published>
    <updated>2026-07-24T21:02:56Z</updated>
    <content type="text/plain">My favorite part of Enshrouded is how mysterious the world feels. As night falls, the distant bells, unsettling chittering, wolf howls, and other ambient sounds make the world genuinely eerie to explore. In the morning, the rooster crow makes the world feel alive.&#13;
&#13;
Even after 360 hours, I've never found a source for some of these ambient sounds. The wolves make sense, but what is making the eerie chittering? Who... or what... is ringing the distant bells?&#13;
&#13;
I'd love to see some of these sounds tied into the game's lore or world. Maybe the bells originate from a mysterious location that can eventually be discovered, or perhaps the nighttime chittering belongs to a creature that only comes out after dark.&#13;
&#13;
Leaving some mystery is part of the fun, but boy, it would be a thrill to eventually uncover the source!</content>
  </entry>
  <entry>
    <title>Craftable shroud lanterns/torches to help with visibility in the shroud</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721772/craftable-shroud-lanternstorches-to-help-with-visibility-in-the-shroud"/>
    <id>sug_xglpklm8lllgbw7</id>
    <published>2026-07-17T17:54:09Z</published>
    <updated>2026-07-23T16:53:42Z</updated>
    <content type="text/plain">Make a craftable shroud lantern/torch that visually dispel shroud fog around so you can see where you are going, but do not affect the shroud timer. Been visually impaired, its really hard to see anything in the shroud and its not fun. Maybe make it craftable early on and the area of effect gets bigger with higher tier lanterns/torches craftable later on in the game. This does not break the core gameplay of enshrouded, it just makes moving in shroud more enjoyable.</content>
  </entry>
  <entry>
    <title>Issues with the Ukrainian Localization</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721770/issues-with-the-ukrainian-localization"/>
    <id>sug_g1yuwoh9olk6dzu</id>
    <published>2026-07-17T17:46:17Z</published>
    <updated>2026-07-23T16:52:53Z</updated>
    <content type="text/plain">I'm Ukrainian, and honestly, seeing some of the translations in the game is painful. If I were more cynical, I'd think you were making fun of the Ukrainian language.&#13;
&#13;
I'll try to convey the same feeling your current localization gives to Ukrainian players by using English examples.&#13;
&#13;
1. "Піч для випалювання вугілля"&#13;
&#13;
In Ukrainian, there's a specific word for this object: "Вуглярка." It's the proper term.&#13;
&#13;
The current translation feels like calling a charcoal kiln or charcoal pit something like:&#13;
&#13;
"An oven designed for burning coal."&#13;
&#13;
Technically descriptive, but completely unnatural to a native speaker.&#13;
&#13;
2. "Блок дерев'яної цегли"&#13;
&#13;
This is translated as the equivalent of "wooden brick block."&#13;
&#13;
The problem is that the word brick already refers to a building material traditionally made from fired clay, just as the Ukrainian word "цегла" does. Calling something a wooden brick simply doesn't make sense.&#13;
&#13;
If the object is a block made from wood and bricks, then something equivalent to "wood-and-brick block" would be correct.&#13;
&#13;
3. "Глиняне вогнище"&#13;
&#13;
This is incorrect.&#13;
&#13;
The object shown in the game is clearly a clay oven/furnace, not a campfire.&#13;
&#13;
In Ukrainian, "вогнище" means an open fire or campfire—essentially burning logs. It does not refer to a household oven or furnace.&#13;
&#13;
There are countless examples like these throughout the game.&#13;
&#13;
Fixing them properly requires a professional translator—ideally a native Ukrainian speaker who understands the language and its terminology—instead of relying solely on machine translation or AI.&#13;
&#13;
I sincerely hope you'll consider improving the Ukrainian localization. For many Ukrainians, our language is an important part of our identity, and seeing it translated accurately really matters.&#13;
&#13;
Thank you for taking the time to read this.</content>
  </entry>
  <entry>
    <title>SHORTEN CHASING DISTANCE</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721754/shorten-chasing-distance"/>
    <id>sug_pqr7onv9ohhkgl9</id>
    <published>2026-07-17T14:50:33Z</published>
    <updated>2026-07-23T16:51:17Z</updated>
    <content type="text/plain">You need to SHORTEN the distance that monsters will chase you. I just got chased by one of the scavengers with poison blades almost 500 METERS!!! He would NOT stop chasing me! I'm a mage and my staff casts have a casting time, but his attacks are ABSURDLY STRONG and they set back my casting time. To make matters worse I ran out of stamina half way through and literally couldn't run or dodge away. So it just turned into a battle of attrition where I got off a lucky cast or used my wand, which doesn't seem to do much against this guy. This was ridiculously maddening. NOT FUN. I was literally SCREAMING at the computer. They need to have an aggro range and then RESET AND STOP CHASING. 100 meters should be IT.</content>
  </entry>
  <entry>
    <title>Variable Recipe for Nails</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721729/variable-recipe-for-nails"/>
    <id>sug_oywniiazu5tq9q9</id>
    <published>2026-07-17T11:34:00Z</published>
    <updated>2026-07-23T16:50:55Z</updated>
    <content type="text/plain">Currently, Nails are essential to a wide array of recipes, but can only be produced with Metal Scraps. Metal Scraps cannot be farmed in the traditional sense, and there are no 'metal scrap nodes' you can go mine. I have two conceivable solutions:&#13;
&#13;
1. The Smelter should generate Metal Scraps when being used to produce Copper, Tin, Bronze, or Iron Bars. Excess bits could easily be Metal Scraps.&#13;
2. Allow the player to craft Nails via the Workbench using Copper, Bronze, or Iron Bars, with each metal producing more Nail items the higher-level the metal.&#13;
&#13;
i.e. 2 Nails from 1 Metal Scrap, 4 from 1 Copper Bar, 6 from 1 Bronze Bar, 8 from 1 Iron Bar. It makes little sense that Nails can only be produced through one specific metal when the more important part is for them to be nails.&#13;
&#13;
As an alternative to this:&#13;
&#13;
Add Screw to the game, and have recipes which call for Nails have an alternative option of using Screws, which could be produce using Copper, Bronze, or Iron.</content>
  </entry>
  <entry>
    <title>Wand Targeting with Q</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721673/wand-targeting-with-q"/>
    <id>sug_o7tjysd75gn1qhv</id>
    <published>2026-07-17T03:22:20Z</published>
    <updated>2026-07-23T16:49:44Z</updated>
    <content type="text/plain">With wands, you should be able to hold "Q" key, like with bows and staffs to give you a targeting dot. Wand/staff targeting should also target nearest enemies first, not ones farthest way. I have tried using a wand and immediately gave up because I couldn't target/hit anything. This makes a wands complete waste of time as a weapon. (I started a battlemage character and realized that it was a waste of time. I tried to delete the character but delete character button doesn't work.)</content>
  </entry>
  <entry>
    <title>Sun rise and sun set is too orange, it lasts a long time and makes the game completely orange.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721533/sun-rise-and-sun-set-is-too-orange-it-lasts-a-long-time-and-makes-the-game-compl"/>
    <id>sug_hzg3qo7gmyglf6q</id>
    <published>2026-07-16T08:25:30Z</published>
    <updated>2026-07-23T16:48:29Z</updated>
    <content type="text/plain">Please fix the damn sun rise and sun set super orange FILTER color, have you tried to build your base a bit higher where the sun starts to glow early and when its setting? You are stuck for more than half an hour playing with an orange filter over your game. (image for context). Please give us some option to remove this, dont know, like making the sun rise and sun set really fast? removing the orange filter? Also somehow this orange creates a bit of motion sickness.</content>
  </entry>
  <entry>
    <title>Designated Bedroom &amp; Workroom Bonuses</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721527/designated-bedroom-workroom-bonuses"/>
    <id>sug_pthprm4m8kfa7uy</id>
    <published>2026-07-16T07:23:11Z</published>
    <updated>2026-07-23T16:47:44Z</updated>
    <content type="text/plain">Under the current system, each one of the craftspeople requires a “Sheltered Bed” to be able to do any work for you. All well and good: it makes sense that they would refuse to work if they don't have a reasonable bed somewhere they won't get bloody rained on.&#13;
&#13;
That said, I'd like to see additional bonuses produced if they are provided a dedicated bedROOM. This could be added into the functionality of the Summoning Staff, whereby you designate any room with a bed in it as their room. This would mark off the room as claimed, not just the bed, and assess the Comfort Level which is provided by that room. This Comfort Level should provide direct bonuses to the artisan's functionality.&#13;
&#13;
Similarly, having a dedicated room where their work facilities are located - for instance, the Drying Rack and Tanning Station and so on in the same room with one another - should provide a separate bonus to the artisan in question. Possibilities for what this could entail:&#13;
&#13;
Dedicated Facilities bonus:&#13;
+1 item created by crafting per coordinated workshop presence. For example, +1 to the produced Reptile Leather from the Drying Rack if the Tanning Station is in the same room.&#13;
&#13;
Dedicated Bedroom bonus:&#13;
Comfort Level 1-10, a similar +1.&#13;
Comfort Level 11+ - You can choose to have them passively gather a specific resource that you've ALREADY obtained at least once YOURSELF, at a rate of +1 per day (each time the rooster crows to tell you it's a new day) per point of Comfort above 11. For example, if the Blacksmith's room has Comfort 14 and you set him to collect Tin, you would get +3 Tin per morning from the Blacksmith via such a system.&#13;
&#13;
This would, naturally, not be huge, but it would be a little nudge of helpfulness that would reward the player for deciding to go the extra mile and provide their survivors with the additional conveniences of a committed bedroom and a personal workroom.&#13;
&#13;
Similarly, roaming artisans should not enter another artisan's room or workroom while roaming.</content>
  </entry>
  <entry>
    <title>Additions (Faux building blocks &amp; structural elements) for more detailed builds.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721455/additions-faux-building-blocks-structural-elements-for-more-detailed-builds"/>
    <id>sug_v4wzcxrwdple5qo</id>
    <published>2026-07-15T16:38:08Z</published>
    <updated>2026-07-23T16:46:18Z</updated>
    <content type="text/plain">It would be nice if we could craft faux versions of each block. Like an actual 3d model of each building shape of each block. (or as many different shapes as is feasible) Just like how we can craft a fence and place it wherever, I wanna be able to craft a wall for instance. That way you could take walls, floors and all that, and turn them any way you want. Opening up opportunities for really cool off grid building and detailing. &#13;
&#13;
In the same vein it would be lovely if we had access to basic structural elements such as beams of different wood, stone and other materials to add details. The beams (and pillars if we turn them) we have access to now are either detailed in ways that's hard to work around or they are crooked in their designs. &#13;
&#13;
Simply put:  Basic shapes of different materials and sizes would be nice.</content>
  </entry>
  <entry>
    <title>Wider use of crystals</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721369/wider-use-of-crystals"/>
    <id>sug_xppco9x0m4bjxpm</id>
    <published>2026-07-15T01:04:02Z</published>
    <updated>2026-07-23T16:43:51Z</updated>
    <content type="text/plain">Now we have several precious stones, such as amber, lapis lazuli, amethyst, but we have so few recipes with them. These materials can be found in large quantities in the appropriate locations, but their scope of use remains very limited :(&#13;
Maybe adding figurines, more furniture, or even building blocks would make sense. It could also be the production of collectible crystals that could be displayed in a showcase.&#13;
It would also make more sense for the palm wood furniture set to have more use of lapis lazuli rather than the indigo plant.... and just more recipes for amber (insects in amber, we are waiting for you!).</content>
  </entry>
  <entry>
    <title>Tanks for holding / collecting small creatures + adding small creatures</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721366/tanks-for-holding-collecting-small-creatures-adding-small-creatures"/>
    <id>sug_6xoypmkcaqr8yrn</id>
    <published>2026-07-15T00:51:31Z</published>
    <updated>2026-07-23T16:43:37Z</updated>
    <content type="text/plain">Insect vivariums, aquariums and other tanks for keeping small creatures! &#13;
Now we can put fish in a pond, but we don't have an aquarium that can be in the house. We have wonderful insects that are bait for fish, but we don't have the means to keep them or even have a collection.&#13;
Also, how about adding small birds, mammals, and reptiles? Or just more different insects to catch day and night? In addition to possible resources, we could keep them in appropriate tanks or cages to care for or simply admire!&#13;
&#13;
I would like to see more opportunities for collecting insects, fish, and small creatures!</content>
  </entry>
  <entry>
    <title>Meaningful Torch Progression</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721363/meaningful-torch-progression"/>
    <id>sug_tjppbwtezhkzxrx</id>
    <published>2026-07-14T23:51:09Z</published>
    <updated>2026-07-22T18:18:47Z</updated>
    <content type="text/plain">Higher-tier torches should noticeably increase light output instead of functioning primarily as cosmetic upgrades. Equipment progression should always feel meaningful. Right now, it just doesn't. The Wax Torch gets a noticeable durability upgrade but... it's just not worth it over spam crafting a new torch every time.</content>
  </entry>
  <entry>
    <title>Use Altar Names for Pings</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721362/use-altar-names-for-pings"/>
    <id>sug_ooav16n8dcqq9i8</id>
    <published>2026-07-14T23:50:17Z</published>
    <updated>2026-07-22T18:18:23Z</updated>
    <content type="text/plain">Pinging a base should display the custom Flame Altar name rather than the Home Level. Just feels like a small oversight on the developers end to not have this be the case. Small and if none speak up, I think it won't be done. The locations for settlements get pinged... why not my base?</content>
  </entry>
  <entry>
    <title>Storage &amp; Decoration Expand Functional Storage</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721360/storage-decoration-expand-functional-storage"/>
    <id>sug_voxgio6ftwj3fo9</id>
    <published>2026-07-14T23:46:17Z</published>
    <updated>2026-07-22T18:17:36Z</updated>
    <content type="text/plain">Expand Functional Storage – Allow decorative props such as ornate chests, sacks, and supply bundles to function as storage. Form over function for me, personally.&#13;
&#13;
Lockable Doors &amp; Keys – Introduce lockable doors with craftable keys that can be duplicated for friends. To simplify the system, perhaps there is simply a master-key and the player whom created it can open all of their doors with this key. This results in the practice of a single key unlocking all of a players' doors and is not ideal. The more complex version is figuring a way to link keys to doors while making duplicates of those keys for friends to use. BIG potential for Adventure Mode world-building.</content>
  </entry>
  <entry>
    <title>structures appear on map better (player built structures as well)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721324/structures-appear-on-map-better-player-built-structures-as-well"/>
    <id>sug_bqh8uay2ua7nheq</id>
    <published>2026-07-14T18:48:54Z</published>
    <updated>2026-07-22T18:11:38Z</updated>
    <content type="text/plain">This may help with navigating certain areas if you are lost, since all you can seen are the larger terrain deformations, and not the buildings themselves. This could also be a chance to show terrain modifications on the map as well. Yes, you can already tell that something is there, but not in great detail.</content>
  </entry>
  <entry>
    <title>increases damage dealt by enemies by 10% at a time instead of 50%</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721290/increases-damage-dealt-by-enemies-by-10-at-a-time-instead-of-50"/>
    <id>sug_i9glkwfqrrattco</id>
    <published>2026-07-14T14:44:18Z</published>
    <updated>2026-07-22T18:08:01Z</updated>
    <content type="text/plain">I’ve already had a chance to discuss this further with other players on Discord. If I take 120 damage and my armor blocks 100, I end up taking 20 damage. If I increase the damage by the minimum allowed amount, that 120 becomes 180; my armor still blocks 100, so I take 80 damage—meaning I take four times as much damage as before. It seems obvious to me that quadrupling the damage just by using the minimum setting makes no sense. I would suggest increasing the damage by 10% increments instead of 50% at a time; right now, the game swings from being too easy to being too hard.</content>
  </entry>
  <entry>
    <title>Make cooking pot unlock immediately with farmer placement.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721569/make-cooking-pot-unlock-immediately-with-farmer-placement"/>
    <id>sug_94x4rm4o3umaz9n</id>
    <published>2026-07-16T13:29:17Z</published>
    <updated>2026-07-21T15:37:16Z</updated>
    <content type="text/plain">The deficit between the hearth and cooking pot is a pretty large slog in which leaves you with the 3 basic recipies for a long time until pretty late into the second zone and when you do get there you also unlock the cooking station which is pretty underwhelming in of itself. If you were to make the cooking pot basically a tier two cooking place that is unlocked with the farmer which is right next to the second zone that make it rather balanced and to further then make the stove a tier 3 cooking station that can do what the previous two did plus more just makes for a better balance of buffs through the difficulty scaling.</content>
  </entry>
  <entry>
    <title>Make some survivors scathered across the map and maybe we can take quests from them</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721535/make-some-survivors-scathered-across-the-map-and-maybe-we-can-take-quests-from-t"/>
    <id>sug_c53ezpuqs1n3rsq</id>
    <published>2026-07-16T08:27:22Z</published>
    <updated>2026-07-21T15:36:56Z</updated>
    <content type="text/plain">Make some survivors scathered across the map and maybe we can take quests from them or even trade new items, instead of this "all NPCs are in a chamber sleeping or they are literally dead and we somehow save their soul?!" put some of the NPCs scattered in the map, like the Farmer, she has an amazing house and farm in the desert, why did she also die? There is no Shroud in there, she had plenty of water, food, etc. Maybe put her there as a real survivor and when we find her she gives us some quests to complete like we do now and ONLY after we complete some of her quests we can recruite her to our home base. This would be the biggest change to make the World of Enshrouded feel alive and more credible / RPG, right now it feel like all our companions are just souls that we trapped somehow and not really part of the world. There are so many places where you can put this survivors, the small villages, camps, are already there but they are empty and they just happen to have a dead body in the ground that we can "take" the soul from and make them appear at our base</content>
  </entry>
  <entry>
    <title>GAME shuts down chat in discord</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721628/game-shuts-down-chat-in-discord"/>
    <id>sug_yn2bc3or4prhwzn</id>
    <published>2026-07-16T20:00:22Z</published>
    <updated>2026-07-21T15:36:29Z</updated>
    <content type="text/plain">when playing multi player in voice on discord. When i join the server it shuts off my discord voice. any suggestions</content>
  </entry>
  <entry>
    <title>Hear me out. THE most random suggestion: Enshrouded Disc Golf!</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721640/hear-me-out-the-most-random-suggestion-enshrouded-disc-golf"/>
    <id>sug_lwnzgknveywoeqb</id>
    <published>2026-07-16T21:44:13Z</published>
    <updated>2026-07-21T15:35:44Z</updated>
    <content type="text/plain">Step 1. Add the Chakram weapon to the game. &#13;
Step 2. Add a craftable object that can detect and score a throw of the chakram into/through it. This, could even be a stick with a bell on it that makes a sound when hit. &#13;
Step 3. Allow me to finally live my dream of creating epic fantasy disc golf with nearly limitless freedom. &#13;
&#13;
I look forward to playing your game in this way. Thank you. &#13;
&#13;
Love,&#13;
Battlecat81 (Character name: Myrddin Emrys)</content>
  </entry>
  <entry>
    <title>Repair Spell</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721662/repair-spell"/>
    <id>sug_mfa4e7aiyr5q4ho</id>
    <published>2026-07-17T01:36:29Z</published>
    <updated>2026-07-21T15:35:23Z</updated>
    <content type="text/plain">I would like to see a Spell that can be crafted that, when used, will restore +5 Durability to all items that have Durability in the user's possession and within a radius of 5 metres.</content>
  </entry>
  <entry>
    <title>Triangle shaped floors. this could fix the issue with being limited to 90º Rotations only.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721255/triangle-shaped-floors-this-could-fix-the-issue-with-being-limited-to-90-rotatio"/>
    <id>sug_hf5p2ifsxs0es4g</id>
    <published>2026-07-14T11:33:04Z</published>
    <updated>2026-07-21T15:34:24Z</updated>
    <content type="text/plain">Triangle shaped floors. this would fix the issue with being limited to 90º Rotations only.</content>
  </entry>
  <entry>
    <title>Wizard or Scholar NPC</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721235/wizard-or-scholar-npc"/>
    <id>sug_zjdkp9lhfveetqc</id>
    <published>2026-07-14T07:34:24Z</published>
    <updated>2026-07-21T15:33:21Z</updated>
    <content type="text/plain">I think an NPC that makes use of collected Old Books or collected Lore would be really neat.&#13;
- Could help create a collection/library of collected lore similar to fossil displays.&#13;
- Could use these collections to unlock new lore codexes.&#13;
- Could provide maps that unlock roads/paths on the main map.&#13;
- In the endgame, could provide general area markers for missed lore.&#13;
- Unlock new spells through the collections.&#13;
- Provide a bestiary perhaps?&#13;
- Other villagers can read books from your library as they wander and make small comments on lore pages you have found, such as the Carpenter commenting on his time building the Braelyn Bridge referencing a page he is reading.&#13;
&#13;
In the future, I think this can also really flesh out the skill tree, with finding books that provide knowledge to increase life skills or small permanent buffs. For example, you help the scholar find a book about a Legendary Blacksmith who writes about a great journey he took to find a grand Iron Deposit. Not only can it hint at a great place to mine, but you can get a +1% chance to mine a whole bundle of ore when mining Iron.&#13;
&#13;
Or, a book about a Knight who made his last stand for the Queen but was vanquished by the Fell, and reading it/collecting it provides you a permanent +5% damage buff against the Fell. Perhaps you find a book about a Beastmaster and he reveals a weakspot that certain beasts possess. I think I have made my point here enough!&#13;
&#13;
My goal with this suggestion is not only an extra layer of immersion, not just a new NPC, but adding to the entirety of Embervale. The world, its lore, its stories. I think it can be built into something legendary, and to do that, legends must be told, and kept!</content>
  </entry>
  <entry>
    <title>Riverreach Millstone</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721216/riverreach-millstone"/>
    <id>sug_x0ggcn0wfqmqwbc</id>
    <published>2026-07-14T04:00:24Z</published>
    <updated>2026-07-21T15:33:06Z</updated>
    <content type="text/plain">With how beautiful that area is, my team placed a base where the mill grindstone quest eventually sends us. As such... we can't finish the quest without risking or destroying hundreds of hours worth of work. The sluice gates still work, but the actual grindstone isnt physically there to interact with and the red marker states that it is still in motion. Is there a way to have that interactable respond once all three buttons are pressed or some other way to advance that in another server or some other route to get that portion cleared so the quest can be cleared?</content>
  </entry>
  <entry>
    <title>Pyreblade effect!</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721210/pyreblade-effect"/>
    <id>sug_wgfxmrnch1utsvh</id>
    <published>2026-07-14T02:11:46Z</published>
    <updated>2026-07-21T15:32:47Z</updated>
    <content type="text/plain">There are several droppable weapons such as Pyreblade (and the equivalent poison version). When used by the NPCs (bandits specifically) these weapons A) have really cool effects and B) are dual-wielded! However, when looted these effects are NOT there! Make the effects persist please!  It will make them more likely to be kept by players. As it stands now, when I find one it is almost immediately scrapped for runes. I would be more inclined to keep the weapon if it had at least one of the 2 mentioned effects here.</content>
  </entry>
  <entry>
    <title>Please make weapon stands less bulky/clunky</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721183/please-make-weapon-stands-less-bulkyclunky"/>
    <id>sug_gb5v9qp5vk8w0fb</id>
    <published>2026-07-13T21:43:03Z</published>
    <updated>2026-07-21T15:32:14Z</updated>
    <content type="text/plain">Weapon stands are really difficult to blend into decorative build outs because of their size and shape.  For example, if I want to place swords into a fire pit as if they're being heated for a forge, the wood makes them look ridiculous and wraps around the weapon making the integrity of the design extremely poor.  Another example if I want to place a weapon in a mannequin's hand, I can't do it because the wood paneling looks terrible.  Resizing the stand and or the wrap characteristics would make this much more subtle.  An example of a game that does this extremely well is Valheim.</content>
  </entry>
  <entry>
    <title>Sapping tool</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721165/sapping-tool"/>
    <id>sug_hqinl0ht855epnh</id>
    <published>2026-07-13T19:57:34Z</published>
    <updated>2026-07-21T15:31:56Z</updated>
    <content type="text/plain">There should be a sapping tool which is explicitly designed to tear down fortifications in a hurry. The downside to this could be that the materials are rendered, in the process, unrecoverable, but the upside being that it would allow you to cut unique paths into enemy territory (such as Surat's rest), via an underground entry.&#13;
&#13;
The Sapper's Tool should also have upgrade options like other tools, but should be available from the beginning of the game via Metal Scraps, and having improved versions available thereafter in copper, etcetera. The Sapper's Tool should do exceptional damage to structures and barriers, enough that you could bore through virtually any wall with the Sapper's Tool before it breaks and needs to be repaired.</content>
  </entry>
  <entry>
    <title>be able to plant trees on other types of dirt</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721121/be-able-to-plant-trees-on-other-types-of-dirt"/>
    <id>sug_npqjjpqplkcst7q</id>
    <published>2026-07-13T15:27:04Z</published>
    <updated>2026-07-21T15:31:35Z</updated>
    <content type="text/plain">i love planting trees everywhere but always use blackmire dirt but I've noticed that it won't let you plant trees unless its on springlands dirt or farm soil, which feels limiting unnecessarily. Hopefully not too complicated a change, I love the game!! :)</content>
  </entry>
  <entry>
    <title>Fell  ranger armor set for players</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721057/fell-ranger-armor-set-for-players"/>
    <id>sug_iqruu0ztrzmllr5</id>
    <published>2026-07-13T05:16:47Z</published>
    <updated>2026-07-21T15:31:07Z</updated>
    <content type="text/plain">We already have the guard of the North armor set, but we don’t have one for rangers, Enshrouded already has a model for the fell ranger enemy, can we get this armor set in the future for the players to use?</content>
  </entry>
  <entry>
    <title>Default Map Marker Icon Sets</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721039/default-map-marker-icon-sets"/>
    <id>sug_sik7fvcgvoczwmf</id>
    <published>2026-07-13T00:52:27Z</published>
    <updated>2026-07-21T15:30:18Z</updated>
    <content type="text/plain">To make the map feel more accessible and immersive, could players have the option to choose different styles of map marker icons?&#13;
&#13;
Examples:&#13;
&#13;
- High-contrast icons for accessibility&#13;
- Simple monochrome icons&#13;
&#13;
It could also be fun to have themed icon sets:&#13;
&#13;
- Medieval-style&#13;
- Cartographer-style&#13;
- Hand-drawn&#13;
&#13;
As I discover more locations, I find myself wanting more options to navigate the map -- especially a high-contrast version. Different icon sets would let players customize the map to better fit their playstyle.</content>
  </entry>
  <entry>
    <title>Backless Seating Placement Arrows (Or Contextual Seating)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721038/backless-seating-placement-arrows-or-contextual-seating"/>
    <id>sug_py7w6ctsbztiwi6</id>
    <published>2026-07-13T00:48:55Z</published>
    <updated>2026-07-21T15:29:55Z</updated>
    <content type="text/plain">Every time I try to place a backless bench I invariably end up having it "sit" in the wrong direction. It'd be amazing to either have the benches and stools contextually let us sit in whatever direction we press "E" from, with multiple seatings possible on a single bench or stool, or to have a little arrow show up on the ground to indicate which direction is the "front" of the seat. It'd save a lot of time when building to not have to test benches and replace them constantly. I looked in the suggestions search and didn't see this one posted yet so I wanted to ask since it's a very small change that'd make a huge quality of life improvement.</content>
  </entry>
  <entry>
    <title>Map Layers / Overlay Toggles</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721037/map-layers-overlay-toggles"/>
    <id>sug_sxlstgtjtbsnqdi</id>
    <published>2026-07-13T00:41:50Z</published>
    <updated>2026-07-21T15:29:39Z</updated>
    <content type="text/plain">I really like the ability to show or hide specific icons. Would it also be possible to add different map overlays that players can toggle on and off?&#13;
&#13;
For example:&#13;
&#13;
* Roads and paths&#13;
* Water features&#13;
* Topographic contour lines&#13;
* Region or district boundaries&#13;
&#13;
Additionally, it would be great to have optional map "themes" that change the overall appearance of the map, such as:&#13;
&#13;
* Medieval parchment&#13;
* Hand-drawn explorer's map&#13;
&#13;
Sometimes I just want to find the nearest road, while other times I'd rather immerse myself in the world.</content>
  </entry>
  <entry>
    <title>Crafting recipe discovered after finding item</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721017/crafting-recipe-discovered-after-finding-item"/>
    <id>sug_i7nzf8pcny4xnix</id>
    <published>2026-07-12T21:01:07Z</published>
    <updated>2026-07-21T15:28:05Z</updated>
    <content type="text/plain">There are several cool weapons but only a random random loot in world &#13;
&#13;
It would be cool once weapon or gear is found you gain a crafting recipe! &#13;
&#13;
So you can craft it to the next level like the lore weapons &#13;
&#13;
Currently in game there are very few items you can craft especially two handed swords</content>
  </entry>
  <entry>
    <title>Multiplayer Quest Complete Option</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/721007/multiplayer-quest-complete-option"/>
    <id>sug_qqqv6s6onkubof3</id>
    <published>2026-07-12T19:29:03Z</published>
    <updated>2026-07-20T16:01:31Z</updated>
    <content type="text/plain">In our multiplayer server, we sometimes have friends join later after we maybe have done a quest together but they miss out and it is now in their missed quests. However, sometimes we want to keep playing and progressing, and the quest was minor or not something they are worried about missing out on, but they can't go do the next quest with us until they complete the previous. &#13;
&#13;
My suggestion is a server setting that would allow Missed Quests to be manually completed with a prompt, if the individual desires. That way, they could advance and catch up to the group if they want and join us on our adventures, or choose to quest and get the full experience if they desire.&#13;
&#13;
This would also eliminate the problem we had early on where one time, we all went and did the first elixir well and killed the boss, but the next time we all hopped on, another friend joined us who wasn't there the previous time. Because the server had not been up (only up at a specific time we all try to be available for each week) the boss and shroud root had not re-spawned yet, even further limiting their progression ability because of how much is locked behind that quest progression. If they could have manually completed the quest we would not have run into as big of an issue as we did trying to figure out how to let it respawn, especially early game where you are running all around that area still and not letting it respawn naturally by not loading the area.&#13;
&#13;
I hope that makes sense. &#13;
&#13;
Thanks for all your work, very fun game and I know you all will make it even better.</content>
  </entry>
  <entry>
    <title>Character Build Loadouts / Armory workbench Station or mannequin</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720958/character-build-loadouts-armory-workbench-station-or-mannequin"/>
    <id>sug_kwfcg6pflaiagjk</id>
    <published>2026-07-12T08:05:10Z</published>
    <updated>2026-07-20T15:59:45Z</updated>
    <content type="text/plain">I would love to see a system similar to The Elder Scrolls Online's Armory Station workbench.&#13;
&#13;
This allows players to save multiple character builds on a single character using an Armory Station, including skills, attributes, equipment, and hotbars, then switch between them at a base, or maybe even an NPC that could somehow do this for us.&#13;
&#13;
This would remove the need to create a new character or manually reset every time and reassign every skill point whenever changing from a Warrior, Mage, Ranger, Tank, or any other builds. It would encourage players to experiment with different playstyles with the 1 character without the repetitive respec process and creating multiple characters.&#13;
&#13;
Example, if I'm out and my build feels off at that time, and I need to go back and get something or change something to make my character more viable, like if I'm specifically running a dedicated healer build and my friends don't need me to be one since some areas in the game don't require vast amounts of healing, etc.&#13;
&#13;
I can just head straight back to base, go to the Armory Workbench Station or mannequin, and switch my character's build to a DPS or tank, etc., which will be more effective at that point. With one click, I could swap to a build that I had already manually set up at the Armory Workbench Station or mannequin.&#13;
&#13;
You could even do this with a simple mannequin. With one click, all the perks, skill points, and equipped items from the mannequin would swap over to my character, while my character's current build, perks, skill points, and equipment would be transferred onto the mannequin.&#13;
&#13;
This will also allow players to help other players test out their own builds and playstyles by also doing this by switching in between builds to test out who and which of you's are better skilled or equipped to play that build and playstyle.</content>
  </entry>
  <entry>
    <title>Torch Wand Action</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720945/torch-wand-action"/>
    <id>sug_arjxuyebchn66xz</id>
    <published>2026-07-12T04:01:39Z</published>
    <updated>2026-07-20T15:58:01Z</updated>
    <content type="text/plain">Given that every wand produces light as a side-effect of being a wand, I'd like an option, when not using it in combat, to hold it above my head and have the light it produces exponentially increase. This should be a HOLD ACTION, meaning press and hold X or something (which could work since wands don't get a heavy attack as far as I've seen), and the wand produces 4-5 times the light while being used as a magical torch that can't be extinguished because it's a wand.&#13;
&#13;
The durability drain should be also far lower than using it in combat, since you're not doing anything with it except projecting light so you can see.</content>
  </entry>
  <entry>
    <title>Preserve Gem Upgrade Level When Trading / Gifting</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720943/preserve-gem-upgrade-level-when-trading-gifting"/>
    <id>sug_6dxgr6uahhhqlvi</id>
    <published>2026-07-12T03:08:29Z</published>
    <updated>2026-07-20T15:52:51Z</updated>
    <content type="text/plain">If an upgraded gem is traded or gifted to another player, it currently loses its upgrade progress. Upgraded gems should retain all upgrade levels regardless of who owns them. Players invest significant resources into upgrading gems, so losing those upgrades discourages trading and cooperative play.</content>
  </entry>
  <entry>
    <title>Option to Disable Combat Text</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720942/option-to-disable-combat-text"/>
    <id>sug_1jys1yiiqhnvkbd</id>
    <published>2026-07-12T03:07:03Z</published>
    <updated>2026-07-20T15:51:29Z</updated>
    <content type="text/plain">Please add settings to disable or customize floating combat text such as “INEFFECTIVE.” While useful for some players, the large text repeatedly appearing during combat can be distracting and breaks immersion. Ideally, players could independently toggle damage numbers, status text, and ineffective-hit notifications.</content>
  </entry>
  <entry>
    <title>Remember Tool Settings Between Uses</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720941/remember-tool-settings-between-uses"/>
    <id>sug_gastheatqjihyzf</id>
    <published>2026-07-12T03:04:21Z</published>
    <updated>2026-07-20T15:50:16Z</updated>
    <content type="text/plain">Construction tools should preserve their last-used settings (rake angle, brush size, terrain mode, etc.) until the player changes them. For example, the advanced rake resets its angle to 0 degrees every time you switch tools. So when shaping slopes you have to re-enter the same angle over and over. Most other tools already remember their last settings, so extending that behavior consistently would make building smoother and more intuitive.</content>
  </entry>
  <entry>
    <title>Additional Fonts and Text Formatting for Signs</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720940/additional-fonts-and-text-formatting-for-signs"/>
    <id>sug_k3dsunjtbmuctbh</id>
    <published>2026-07-12T02:59:12Z</published>
    <updated>2026-07-20T15:47:39Z</updated>
    <content type="text/plain">Please allow players to choose from several fonts when creating signs. Different building styles would benefit from different lettering—for example, medieval, rustic, elegant, handwritten, or modern fonts. Optional controls for text size, boldness, and alignment would also improve sign customization.</content>
  </entry>
  <entry>
    <title>Native HAProxy PROXY Protocol (v2) Support for Dedicated Servers</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720937/native-haproxy-proxy-protocol-v2-support-for-dedicated-servers"/>
    <id>sug_zr4j22x9sxkbqwf</id>
    <published>2026-07-12T01:42:52Z</published>
    <updated>2026-07-20T15:47:26Z</updated>
    <content type="text/plain">Title: Feature Request: Native HAProxy PROXY Protocol (v2) Support for Dedicated Servers&#13;
&#13;
Body:&#13;
Please consider adding native support for the HAProxy PROXY Protocol (specifically Version 2) to the Enshrouded Dedicated Server executable. &#13;
&#13;
This would allow server administrators running community servers behind local tunnel networks—specifically playit.gg, which many hosts use to safely route game traffic without opening ports or exposing their home network IP—to see the true, real public IP addresses of connecting players instead of the local loopback IP (127.0.0.1).&#13;
&#13;
Why this is important:&#13;
- Home Server Security: Many casual and community hosts rely on services like playit.gg to run Enshrouded servers from home safely without exposing their personal public IP to DDoS attacks or scraping tools.&#13;
- Broken Master Server List &amp; Discovery: Because the dedicated server cannot properly communicate with proxy network layers natively, servers hosted via playit.gg often fail to register or display correctly on the in-game public server list. The engine handles network packets under the assumption it is sitting on a standard open home port, hiding it from random players searching the browser.&#13;
- Broken Administration &amp; Logging: Running behind playit.gg forces every single connecting player to show up in the console and logs as 127.0.0.1.&#13;
- Moderation Obstacles: This completely breaks an admin's ability to cross-reference alt accounts, track griefers, or issue effective IP-based bans to protect their community or builds from malicious actors.&#13;
&#13;
Suggested Implementation:&#13;
By introducing PROXYv2 support, the game server could successfully communicate routing headers and correct handshake info back to the master server backend, allowing the server to be listed publicly. &#13;
&#13;
Please add a simple configuration toggle flag inside the server configuration files (such as `enshrouded_server.json`):&#13;
"enableProxyProtocol": true&#13;
&#13;
When enabled, the server engine should expect and cleanly parse the</content>
  </entry>
  <entry>
    <title>shroudbug toy</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720932/shroudbug-toy"/>
    <id>sug_ncaequgnpgktcyp</id>
    <published>2026-07-11T23:29:55Z</published>
    <updated>2026-07-20T15:44:50Z</updated>
    <content type="text/plain">Please let us buy this little blue beetle in the online shop—for example, as a stuffed toy or a keychain.</content>
  </entry>
  <entry>
    <title>Scavenger Matron poison attack should be reverted to the old one</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/720925/scavenger-matron-poison-attack-should-be-reverted-to-the-old-one"/>
    <id>sug_my2iffgqyn45aaj</id>
    <published>2026-07-11T22:12:50Z</published>
    <updated>2026-07-20T15:43:39Z</updated>
    <content type="text/plain">It was so much better when she would vomit the poison rather than throw it.</content>
  </entry>
</feed>
