Embervale has been sitting there rotting long enough. 1.0 lands on the 15th and we go in the night after, Friday 16 October at 7:00 PM ET. One server, and nobody running ahead of anybody else.
Not affiliated with Keen Games. We just like the game.
Slots are fixed at five. Nobody has locked in a build yet and there is no rush. Enshrouded lets you respec whenever, so we can sort it out once we are in.
Build to be confirmed.
Build to be confirmed.
Build to be confirmed.
Build to be confirmed.
Build to be confirmed.
Enshrouded shares almost everything across a server: quests, altar levels, world state. One person rushing ahead genuinely takes content away from the other four. That's the whole reason these exist.
Some quests hand the server something permanent: an artisan, a workshop, a new region. That happens once, whoever sets it off, main quest or side quest. Everyone still gets the unlock and can run the quest later for their own XP. The only thing really lost is the five of us being there for it.
Flame level sets Shroud Passage Level, which sets what the whole server can survive, and it can never go back down. We upgrade it on a call, together, when everyone is ready for the next tier.
The skill point is yours alone. You only get one if you are standing there when it falls, nobody can collect it on your behalf, and there is no missed list to pick it up from later. They do grow back, so you can always go and take your own. That is just a long walk for something you could have had on the way past with everybody else.
Log in midweek all you like: farm, build, mine, level. Just stay inside the current phase and leave the next one for Friday night.
Ore, wood, fibre and food go in the communal chests at the base. Anything you are saving for yourself stays in a chest at your own place. When magic chests turn up, keep them communal: their contents feed whoever is crafting nearby, so one in your house quietly donates your stash.
Inside an altar's range whatever you dig or build stays that way, and there is no undo button. Ask in Discord before you reshape someone else's corner.
Each phase opens on a Friday night with all five of us on. We do not move on until everything on the row is true. The server moves at the pace of the fifth player.
Wake the flame, build one base we all actually live in, and start pulling artisans out of their ancient vaults. No second altar yet, because we stay on top of each other on purpose.
Into the forest proper. First real Shroud dives, first Ancient Spire climb, first time anyone dies to something with too many legs.
Desert, heat, and the point where the difficulty stops being polite. Second altar goes up out here so we are not gliding home for twenty minutes after every run.
Deep shroud, elite camps, and gear that finally feels good. The rules matter most here. Going in under-levelled and alone is just donating your bag to the fog.
Snow, altitude, and the deep Shroud at its worst. The Flame is near the top of its range by now, so the altar stops being the thing holding us back and the fights start being the thing.
Added in the Wake of the Water update, and as deep as the Flame goes. It opens while Albaneve is still unfinished, so these last two are a pair we can take in either order. After that it is whatever we want: a stupidly large castle, a full map sweep, or a second run with the difficulty sliders turned up.
1.0 lands on the 15th. Patch it and launch it once before Friday, not at 6:55 on the night.
T&F Enshrouded. Server address and password go in #server-info.
Push-to-talk sorted. Five people in a cave needs working comms.