Water feedback megathread
Water is the biggest feature added with Update 7, so we're making this thread for all the general water feedback that might not neatly fit into a single suggestion!
Comments: 65
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25 Dec, '25
leilarHighlighted comment
I'm a new player and didn't know water was so new. For the record, I love causing mayhem with the water balloon item. -
08 Nov, '25
GregWe need a complete teleport revamp/NERF or the ability to adjust teleport settings. A game with huge exploration potential and a lot of lore, mystery is ruined by free, unlimited teleport to pretty much any point on the map at any time.
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10 Nov, '25
CrustyDonutSo far the Water Physics are one of the coolest features in the game Seriously! Well Done!
If you're taking suggestions you could add rain causing localised floods :) -
10 Nov, '25
Marcel BruinsmaI can't fill my water pouches at any well so how do I get water now?
I can only drink and the 200 water I had is gone!
I'm not high level enough to go to the new area. -
11 Nov, '25
GoemoeI tried to build pools with strange results. The first quite large pool has a sandfloor and the water disappeared somewhere, after I emptied three of the pumps in the middle. Then I build borders of stone with an equivalent of around 2x4 meters inside and the water stayed inside though it had a sandfloor. (I might not have waited long enough to be sure it stayed for good though, but it looked good for some time.)
As I tried to make it bigger, by building more stone on the outside and deleting stone on the inside, the water vanished completely. Two holes in the sand, made by blocks of stone I deleted, are still filled with little puddles. So even sand could hold water if... if I only knew why.
I cut a greater pool out of the rock of a mountain and tried to fill it, the water disappeared. I attached a water source (this 1 of 20 thingy) to a wall, the water flows downward and vanishes. All attempts for now, to "use" the water failed. . -
11 Nov, '25
MangoManJoeNEEDS DEV ATTENTION!!
Water pouches are not triggering to the hot key selection. You have to scroll to the water pouch in your hot bar using your mouse wheel. once it is highlighted "AKA Equipped" you will be shown options to refill at the well/water sources. -
11 Nov, '25
GoemoeCan't seem to edit it, so I comment my own input: If you are really careful, water is persistant where you put it. It seems, the real world of embervale is full of holes, where water is able to flee the scene, even pure rock. When using sand or rock, the space is not fully filled at the edges or even worse in corners, where some spaces are simply not filled - the water stops with a round edge and "plays local tiny waterfall" without hitten the walls of the corner.
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11 Nov, '25
BrisketyIt would be nice if picking up duplicate water pouches as loot would instead just fill your current pouch up to maximum.
With inventory space really limited in the early game, the extra water pouches you pick up are a hassle to constantly be deleting from the inventory when you accidentally pick them up. -
11 Nov, '25
Liberty"A game with huge exploration potential and a lot of lore, mystery is ruined by free, unlimited teleport to pretty much any point on the map at any time."
@Bob "unlimited teleport"? I think not. You cannot teleport everywhere like most games. You are limited by spires and altars (of which there are only 10 by the end) and I for one am always running out of altars. -
12 Nov, '25
AjoPlease make tutorial for water have trouble filling lakes/rivers not sure how it it is supposed to work, I understand the drains but that's all
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13 Nov, '25
AkkyI love the vibes of the water area and adding ponds to my village!
There are a couple things that I dislike though:
* I got stuck on the two locked doors and one pressure plate puzzle in the water spire, and I wished there was some way of getting a hint, or at least a way to return to that point in the spire more easily when I visit it again.
* Diving is not fun for me. I play on Relaxed mode because I just want to have a fun time exploring, crafting and building. Even with the water breath setting set to the max, I still only have one minute underwater before I start drowning. I see that there are fish dishes that may improve this, but they are currently not craftable for me yet, and even then they do not seem to make a big enough difference for me. I wish there was a setting to disable drowning altogether.
* I did not enjoy fishing. It is not my favorite thing to just keep hoping for the right fish to bite, and the minigame to reel in rare fish just felt like a pain to me. -
13 Nov, '25
WinniDexPlease add more water sources to the old biomes, especially to the starting region.
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14 Nov, '25
c2thamaxSince this is called "feedback" and not "suggestions", I just gotta say the water is absolutely amazing! I'm really impressed with how well you were able to implement it. I thought it was a pipe dream to get it in the game at all, let alone without the simulation being severely limited in scope. It's also rendered beautifully! Enshrouded definitely didn't *need* fluids to feel like a completed game, but it really took it up a level. If I did have one suggestion, it would be to add more of it to the old biomes. You've created this fantastic mechanic that should be showcased everywhere. But I'd bet you already have plans along those lines. Great work!!
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16 Nov, '25
RGTWhen the water flows down, the vertical surface has a reflective texture similar to plastic cloth. It may be because the texture of the texture is not smooth and appears rough, which is why it resembles plastic cloth. I hope to improve the reflection effect of the vertical surface when the water flows down
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16 Nov, '25
AthanilI love the water, but it is hard to fine tune the flow. In some cases i need a lot of dispensers to keep my areas full of water, despite only using one placed drain and one natural hole i made myself. My suggestion is to give dispensers a 2 settings to make this easier. Slow filling and fast filling. This way you can regulate the flow a lot easier.
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16 Nov, '25
FlitzOne issue I've noticed is that horizontal water doors let through water that's above them on server restart, I guess it falls through before the server loads the door? Vertical ones are fine, however.
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17 Nov, '25
MikanWe like the Water update very much! for now everything is smooth.
However:
The signposts you implemented are only with hovering white writings... It could be the first stage and later added but incravings into the wood would look much better and be more practical.
With walls filled with chests its super inconvenient. Evererything is overlapping and the whole room feels like a 3d chatroom.
so yeah... incravings into wood signs please :) -
19 Nov, '25
DragonsDuskPlease put the instructions for Fishing in the tutorial. I can't read the instructions fast enough for part 2 before I lose my fish. Being able to review the instructions would most helpful, thank you.
Also - I've got a water spot on an outer wall on my keep, it has splashing animation inside the keep, is this intended? -
19 Nov, '25
Liberty@Mikan's comment - exactly, the writing hovers and is bright white and moves diagonally when I move away, it's not embedded. Valheim has got it right. Edit: i.e., the writing on signs.
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19 Nov, '25
Xa-GreeI am very satisfied with the implementation of water. And we all know that you are working on improving performance.
Water should freeze in cold biomes.
Water should be able to interact with fire, lava, etc. (If it becomes possible to have lava as a resource at some point) -
20 Nov, '25
HMI would love to see some amount of control over the splash effects of water. Would it be possible to add a settings slider that can tone down the amount of visual splashing water creates?
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24 Nov, '25
DragonsDuskFishing specific feedback:
The minigame is alright, I've played far worse. I know many have requested moving the mouse side-to-side as apposed to using the A and D keys. I would ask if you DO add this, have it be an option, not remove using the A and D keys as this is MUCH easier on my wrist vs. wiggling the mouse all over. Would be nice if it was a little more clear which way the fish is moving. While I've had more success watching the bar at the top vs. the fish, I've snapped lines where no matter which way I move the rod, the red bar doesn't decrease. If there are times we need to 'let up' on pulling, that needs to be added to the instructions.
Also, would be nice to be able to breed some of the fish at base. I understand putting limits on it, but the number of specific fish we need for the food to up how long we can hold our breath and how many OTHER fish we can catch, this is insanely time consuming. -
24 Nov, '25
NachtKönigHello KeenGames
Would it be possible to freely place and rotate water sources without being permanently bound to the grid? Greetings -
25 Nov, '25
AliciaSo, the teleportation comment up there, not.
Two, the water causes some fps drops that are pretty annoying.
Three the pets cannot interact with water at all! I have a little special area for my pets and thought “a little pool would be cute”. Mind you it’d only one 2x2 square deep, and all of the pets get stuck in it. Capts don’t swim, birds don’t float, hares just run at the wall endellessly. It got so bad that I had to remove the pool entirely.
Additionally, I am doing a long project and completely revamping Fort Kelvin. I removed the mud from the basement and filled it with water, now my base has random fps drops. It’s very annoying, and as someone who really enjoys the building aspect of this game, it’s disappointing that adding water to a base is seemingly unwise.
Overall, great expansion, but definitely needs some work to run smoothly. -
25 Nov, '25
kulas666after today's patch, i logged in and my base was flooded. i had a small water pool contained by half wall. the water stayed inside said pool until today's update. turned off the water flow in the pool. i hope this drains the water away from the rest of my base...
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25 Nov, '25
MiccoLove the water. One bug and two suggestions:
Bug: When filling a pool using the watering can, it sometimes bugs out and refuses to pour water anymore. It seems to happen after a LOT of use, not early on. Or, at least, it happens rarely enough that it takes a while for the bug to appear randomly. You have to restart the server to fix it.
Suggestion: It would be very cool if "Diving" were added to allow high-diving. Perhaps with moves that can be unlocked. For instance, "Pike Position" could be unlocked in Pikesmead. Options for unlocking backflips (or perhaps using the evade buttons?) and other dives would be great.
Suggestion: Koi that you can see in a pool in the base (not just when fishing.) -
26 Nov, '25
PaulJSeconding the vote to change adding more pouches to instead refill your existing pouches. Only add a new pouch when all your current pouches are full.
Also, pouches are quite the downgrade from 1 stack of water. Previously you could carry a stack of 100 units of water. How much water does a pouch contain? Easy, fill it up and go to a seedbed crafting table, then click on its "fill water" button. You'll see it adds 20 units of water. Thus the pouch contains 20 units of water.
Now don't get me wrong, I don't think it's a particularly bad change, carrying 100 units of water was honestly way too much since you barely ever thought about needing to top it up (and you could just spam a couple wells and you'd be full again). A pouch of 20 units of water feels enough that you don't worry about running out mid-exploration (since you have to return to base for other reasons long before you run out of water), but still small enough that you don't simply assume you always have water. -
26 Nov, '25
NKthe water update is more than I could have ever asked for - thanks so much!
After the patch yesterday - base keeps flooding, even with proper drains everywhere and having only one water source per built dam.
Any ideas to fix this?
Shout out to the def who made all the unique bird sounds and beautiful,
very specific plants in this update./ new biome...(((hulle weet nie wat ons weet nie :) ))) -
27 Nov, '25
subspaceI pointed out that drawing water from the well is slow, and access to water is limited at the beginning of the game. Now you've slowed it down even more because you have to draw each bottle separately, which takes time, and the bottles don't stack in your inventory. You fix one thing and break another. You are really bunch of idiots.And this is just a beginning of a new game.I wonder what will happen next.
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28 Nov, '25
Norrec MergedSuggestion 1: Instead of just lying down to survive the night, there should also be the option to lie down and sleep until nightfall.
Suggestion 2: Bonuses like ice protection, etc., from previous armor sets should be transferred to new ones, or a system should be implemented where older armor sets can be upgraded so they can also be used in the endgame. -
29 Nov, '25
bonisagusI just had 10 fish escape in a row...could you please make fishing not be completely a career? I already have one.
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29 Nov, '25
deepdiver9325Probably already in this thread somewhere but - The rotate R water dispenser isn't working for me. I noticed after the last patch that the line passing through the dispenser that implied it could be shifted forward or backward is no longer present which is fine. It would be great if we would adjust the depth of placement and the angle using the T,G,R mouse button combination the same way as we can with furniture or other resources.
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30 Nov, '25
FlorianMake ground drainage server configurable.
Some players don't like having everything flooded, others (like me) love it. -
30 Nov, '25
SinbaadI think this may be one of the coolest updates so far! That said, I do have a few comment on the windows - specifically the ones that use glass in the crafting recipe. I was trying to build an indoor pond/aquarium with windows and they don't hold water. It would have looked really cool seeing it from below in the restaurant downstairs but when I added water spouts I almost flooded my whole base. It would be great if Devs could patch that! You also can't place the aquatic overgrowth (or any other wall flower/ivy/fungus) on material things other than building blocks, going back to the aquarium problem.
This was most definitely worth the October 42nd wait lol! -
04 Dec, '25
Vapok System"Improvement suggestion" (suggested by <Hidden> on 2025-11-28), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Dec, '25
spacefiddleWhat if it took, say, 5 minutes of exposure before the Wet debuff appeared?
I was caught in the rain but happened to be near a small scav shelter. I had Campfires on me. I set one down and sat next to it under the shelter, and dried off.
But that's pointless because as soon as I step out and one raindrop touches my hat, I have the 15 minute debuff again.
If it took some time for it to appear, it would make it more interesting, instead of just annoying, and encourage finding places to stop and dry off while out exploring.
Especially since "Wet/Soaked Dog" is hidden behind a niche skill tree that has nodes useless to many builds. -
06 Dec, '25
spacefiddle.....it also occurs to me: "reduces wet duration" doesn't really help any since the full debuff duration is refreshed every second you're in the rain. Doesn't matter if it's 15 minutes or 2 minutes, it's still active.
In addition to my previous suggestion about having it be a few minutes before you get Wet (kinda like the Hypothermia timer, but shorter) - what if all the "reduces wet duration" instead made it take LONGER before you got the debuff (also like Hypothermia, with the warmth items and armor and the Pocket Coal).
That would make things that currently reduce the duration, instead, into kind of rain gear, too. -
06 Dec, '25
spacefiddleCan we please have farm soil that isn't already covered in plants and grass? I was very confused when i placed the Fertile Veilwater Dirt, as a requirement for the new plants - and it was already completely covered in growth. I can't see what I planted lol. And it looks like my farm is overgrown with weeds! I'm a bad farmer T_T
I know it's a Terrain material, and places as the biome looks like some of the others - but I don't see why it couldn't be another recipe like Farm Soil and Fertilized Farm Soil.
Just make the "fertile Veilwater dirt" the main material requirement for "fertile Veilwater SOIL" and have THAT be just "blank" dirt, not covered in growth, that we can plant in, please. -
06 Dec, '25
spacefiddleWe need a way to manually cancel a food buff ourselves, if there are going to be so many varied situations we may run across.
Going out with an empty food slot would be foolish 97.23% of the time. But i just ran across a water puzzle that's clearly gonna need more than the 30 seconds we start with (i am before the point you get the Helmet). I have Chowder on me which would give me a minute; BUT, of course, with three food buffs running, I can't use it. No option but to sit here playing with my wand until one of them drops off. -_-
this is not ideal
Ideally we should be able to choose a slot to overwrite with another food if the situation changes. We should not be punished for being prepared.
Edit: haha very funny, the spinny blades thing is cute and all, but in such close quarters, 3rd person with no 1st person option, trying to even tell how close i am to them whilst looking up my own behind is just not fun. Fighting the camera is not the challenge i'm looking for. -
09 Dec, '25
BSoDI'd like to have more large bodies of water in earlier parts of the game, they're incredibly rare right now and pretty small.
Perhaps add skills that can increase the maximum breath? Probably in the Athlete or Survivor trees. -
10 Dec, '25
IshnarFound a pond to the West of Revelwood spire It looked deep. I swam to the bottom and fell into a pocket of air. I suppose there is a limit to water depth to make it more manageable, but you need to consider deep pools too. Luckily, the air gap below the water line wasn't that deep so I didn't fall to my death.
Water Troughs don't hold water. They should totally hold water.
The mechanic for filling my waterskin was not intuitive at all. I had to go to discord to ask how to do it. Once I understood it, it makes sense. But maybe provide a bit better guidance.
The swimming animation looks awkward. Although this might just be an effect of the short and stocky body proportions.
Please don't kill teleporting. The thing I love about Enshrouded is, it is a survival game, but has a lot of QoL features to make the game less tedious. Immersion is nice, but it is also a pita and realism isn't always fun.
I like how the seedbed can be filled with water by a button now. -
11 Dec, '25
DirukAmazing water update! Was so excited for this and it didn't disappoint! But I do have one issue using water at my base: I'm trying to build quite a large body of water, and it fills up as intended overflowing at the top in a waterfall, but after a while, it starts draining all the way back down, then fills up again. I'm not sure why, maybe it's too big? Still though, it's wonderful getting to work with water in our builds so thank you for that! Also, I hope there will be more decorations for our bases eventually, and I hope we can release fish in bodies of water at our bases too!
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16 Dec, '25
MaddoI miss a Willow tree to grow by the pond. Imo it´s essential for that environment. Ty for a great game anyway.
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28 Dec, '25
RaeligDouble Jump and Updraft are extremely important skills for almost every build, and i like that they are close to the start of their branches of the skill trees, but Wed dog and splash dash are locked behind the Athlete tree, so for any non-melee build you need to invest 12 skill points into largely useless skills for your build before even having a chance at then buying the wet dog / soaked dog and splash dash skills.
I would like to see Wet dog, soaked dog and splash dash brought to the start of the Survivor Tree, similar to Double Jump (Like where the Inner Fires and relentless flame skills are) so that they are realistically available to any build.
(I am also obsessed with the game, its incredible! Thank you!) -
04 Jan
SeraEither ranged weapons and magic need to be able to penetrate water surface, or we need to be able to fight while swimming. Adding enemies that can attack us while they are swimming, and can hit us with ranged attacks from underwater even if we leave the water is frustrating.
The only water offensive option we have is the the mining tool. I used an entire stack of health potions doing one of the drak temples that would raise the water and release enemies every time you hit a switch. I am all for surprises, and traps like this. However being reduced to the power of a sniveling infant suddenly just feels bad.