In the game store you can find a lot of tasty and healthy food to replenish your health. Ripe apples, delicious salads and a hearty dinner (attention: candles and romantic atmosphere are not included in the package)!đ
Prefer pills and potions? Not a problem! Especially for those who are inclined to solve problems with the help of medicine: small, medium, large and even huge first aid kits.
The Puppeteer has an offer for everyone! And now with a 30% discount!
đDo not miss the opportunity to purchase medkits at a good price!đ
This game recreates the everyday scene of throwing trash into a trash can, and you can enjoy it to your heart's content. Even if you want to take it easy, you can relax by gazing at the trash can. Enjoy your time facing the trash can to your heart's content.
Command your fleet in NEBULOUS: Fleet Command, now 50% off as part of the Hooded Horse January Publisher Sale.
NEBULOUS: Fleet Command offers intense, realistic space combat where you control every aspect of your fleetâs tactics, from positioning to weapon systems. Plan carefully, outmaneuver your enemies, and engage in tactical battles with unparalleled depth.
Hey everyone, Lina here with another update! đ´đ
This oneâs gonna be a little different from the previous few, we thought itâd be good to take a more macro view of the projectâs progress this time and cover some questions weâve been getting!
First though, we want to talk a little bit about the Demo Update coming next month.
As mentioned before, a substantial update to the Kumitantei Demo Version is coming very soon, and weâre excited to announce itâs coming February 17th! In it youâll find the addition of Tsubaki as a Battle Demo opponent (as seen last month), as well as graphical and performance updates and the highly requested introduction of the Scanner in exploration!
Weâll be showing previews of the new Demo content on our Bluesky and YouTube Community pages over the coming weeks, so be sure to follow those!
Right now we estimate that Episode 1âs production is about 30% complete, which is right on pace for us to release it in Q3 2025 as planned! Letâs check out the specifics of our progress:
Our focus currently is completing and polishing Episode 1âs script after finalizing the scenario for it last month. For everyone wondering, doing the Demo Update for February has been to keep us making consistent progress across departments for general things not specific to the plot while we wait for the completed script, it hasnât been a distraction from working on Episode 1 at all.
As for Episode 1âs release plan, as stated above our planned window is still Q3 of 2025, and with Episode 1 the game will be released into Early Access on Steam. Weâre using the Early Access model for our Episodic release phase to ensure clarity of the game not yet being complete, and to encourage players to share their feedback with us while we gradually update and add in the narrativeâs six Episodes. During this time, we intend on having the gameâs price initially discounted on Steam and increasing with each Episode addition, then exiting Early Access when the game is complete.
You may have noticed from our previous few Backer Updates that weâve been silent regarding the promised Nintendo Switch port of Kumitantei, and as you might have guessed, we were ourselves waiting for more information about the Nintendo Switchâs successor. With the news now of Nintendo Switch 2âs full backwards compatibility with its predecessor, weâre very excited to be supporting both generations of the system. We intend on releasing the full game on Nintendo Switch (and by extension Nintendo Switch 2) once weâve left Early Access and officially launch, still intended for Late 2027.
Now that was a whole lot of densely packed information, so weâre gonna end this monthâs update with something more mellow... the very first preview OST track of Episode 1 titled âLiminal Morningâ and courtesy of Hundotte. Itâs a relaxing coffee shop bossa nova-inspired alternative version of Liminal Apathy, which will of course be heard during each in-game morning! Enjoy!
We know this Backer Update was way more of an info dump than a showcase like our previous ones were, but we thought it was important to give you guys a better look behind the curtain and clear up all the concerns regarding releases and rewards. Plus with the holidays and focusing on writing right now thereâs not really a ton of flashy spoiler-free stuff to share, so it just kinda worked out to do this now.
You guys have given us so much support, and so we want to be as transparent as possible!
As we wrap up the final touches on our demo, I want to take a moment to chat about the client interviews in Quality Dreams, Reasonably Priced.
These sessions really make up the heart of the game. They hold key moments where we ask you to learn about someone else and empathize with them, before then deciding whether to put their wellbeing ahead of your characterâs.
For some clients, the decision is easy; for some, you might start thinking of them one way and end a different way; and some lie in a moral grey zone, where just your understanding and biases are left to support your decision.
Since these scenes are so critical to conveying the themes and emotions of the game, we put a lot of thought into how theyâre crafted. Each client interview has a uniquely designed dialogue flow based on the clientâs personality and how they converse. Jin (the player character)âs job is to understand others and communicate with them, so we shape dialogue options based on how Jin understands the clientâs conversation norms. The client then responds to these options based on their own feelings and understanding of the situation.
Take Ocean, the first client you meet in the game, as an example. (And mild spoiler warning here for anyone wanting to go into the game completely blind.)
Ocean is fairly straightforward, but he feels bit uneasy sharing about some topics. Theyâre also often willing to give the benefit of the doubt, choosing to be cordial and open until someone proves him wrong. Because of this, Jin will slowly breach and issue, generally only diving in more if Ocean seems open to talking about it.
On Oceanâs side, the game tracks how many times youâve upset him or said something that they view as a red flag. This is the main thing that impacts Oceanâs willingness to shareâhe starts out giving you a baseline of trust and then watches to see if you abuse it. This, and Oceanâs straightforward honesty, makes them one of the easier characters to talk to in the game.
We hope you enjoy meeting and chatting with Ocean in our demo (coming out in the next few days!). Be sure to let us know what you think of them and of the rest of the demo đ
Here's something we added for the sake of both our new and returning players and the experience it's meant to improve for you through visual enhancements. There are a few such changes we're introducing, so we'll write more about them in future posts as they become ready.
Weather and time-of-day variants
The various missions of SWAT Commander will be available in randomly selected variants for weather and time-of-day combinations. However, our system will track your previous configuration, so it doesn't repeat throughout mission playthroughs.
This opens possibilities of replaying your favorite mission under an entirely different mood or setting. Silence of the Hansons in broad daylight? Hot Reception with a roaring thunderstorm outside? All a possibility. âď¸
Whatâs more, these conditions affect the behavior of characters, adding another tactical layer to the game. For example, manipulating the fuse box at night can give you an advantage by making it harder for Suspects to aim but instantly making them alert. Mind the mission briefing, however. Some Suspects may come equipped for such circumstances! đŚ
That's right, your eyes are not deceiving you: we have the full Enshrouded roadmap for 2025! But before we move on, we have just published the Pact of the Flame update, with a long list of improvements and quality of life updates! Check out the announcement here, or better yet, open the link in a new tab and read it after.
But first things first: why is there a full roadmap for 2025? Well, as we said right from the start, your support has meant that we could the world of Enshrouded a lot bigger than we originally thought, with more features, more biomes, more quests, basically, more of everything! But as you know we're not a big team, and making games takes time, effort, and lot of praying to the machine gods for the build not to crash. As a result, and with a full update schedule for 2025, we are locking down a Spring 2026 release date for the full 1.0 version of Enshrouded.
And just before we move on to the good stuff, we've cooked up a little anniversary video to thank you all for a great year for Keen Games, Enshrouded, and our community. Here's A Year of Enshrouded:
Finally, this is what you're all here for: our roadmap for 2025. Click on the picture for a full-size view. You'll notice that some of these features have shipped with update 5, and some are ongoing efforts. As for the rest, we hope you're excited about them!
If you've read all this and the update blog, thanks a lot. It's a lot of words but we hope they made you happy. 2024 was a great year for Keen and Enshrouded, and with your support, 2025 is gonna be great, too!
Weâre thrilled to bring you Pact of the Flame, a new update designed to enhance your Enshrouded experience, with some long-requested social features, as well as numerous new possibilities for builders, and a bunch of gameplay improvements and additions. We've also updated a slew of locations and points of interest across the world, and as always, a bunch of miscellaneous other fixes and improvements!
We're also unveiling our plans for 2025 over in this post, along with a really cool anniversary trailer featuring our very own, beloved community and creators, so make sure to middle mouse click it to open in a new tab, and check it out next!
As always, if you're in a hurry or don't wanna read, you'll find the highlights in video format here:
Changelog for Update #5 v.0.8.0.0
Version Number: 635482
Highlights
Social Features
Many of you have asked for better ways to communicate with friends and strangers, so for this update weâve added a range of new social features.
Text Chat
Enshrouded now supports in-game text chat in multiplayer sessions, no more spelling out your discord name in blocks to make new friends!
Hosts or server admins can toggle the feature on or off in the server settings as needed. The feature is set as âoffâ by default on dedicated servers, so make sure to enable it.
Players can individually select other players and mute their messages.
Profanity filter settings can be modified through playersâ Steam Settings under Friends & Chat > Chat Filtering. They are on by default on all Steam accounts.
A chat log is available on a new âSocialâ menu page.
Voice Chat
Voice chat can now be enabled by hosts or server admins. The feature is set as âoffâ by default, so make sure to enable it. When enabled, there are two modes available: proximity voice chat or global, server-wide voice chat.
In the new Social menu page, players can mute other players and adjust their volume. They can also toggle their own microphone on or off. You know who you'll need it for.
In the sound settings, players can mute their microphone, use âpush-to-talkâ or âopen microphoneâ. Additionally, they can adjust their microphone input volume.
Social Hub
As mentioned above, a new tab has been added to the in-game menu called âSocialâ.
The Social menu displays all players currently playing in the game world, and players can adjust audio and text settings.
It is also possible to see everyoneâs server permissions and locate their position on the world map. No more endlessly searching for Steve.
Emotes
A new emote wheel offers emote animations. The wheel is opened by the key or button that was previously mapped to the sitting action (by default, X on keyboard and d-pad down on a controller) which is now integrated into the emote wheel.
Building Improvements
We continue to be stunned by the creativity of our community, so we thought it would be a good idea to enhance our building tools a bit with some shiny new features.
First-person camera for building
When using the Construction Hammer, selecting a prop for placement, or equipping one of the new building tools, the camera can now be toggled to 1st person view for an improved building experience, especially in tight spaces. Now you only have yourself to blame for that misplaced chair.
Full rotation control for props
Props can now be rotated in all axes instead of just the vertical axis. Please note this new functionality is only available for decorative furniture and similar props. Furniture and interactive props like the Flame Altar, beds, benches, chairs, thrones, toilets, and similar can only be rotated around the vertical axis as previously. Building blocks and building shapes can only be rotated by 90° as before.
New tool: Overgrowth editing
A new building tool has been added to the crafting progression. When equipped, it allows adding and removing various overgrowth materials (such as ivy) to and from building blocks.
The new overgrowth tool can be crafted at the farmer NPC with materials from the Revelwood area.
New tool: Building block decay
A new building tool allows adding or removing ruined block visuals at the edges of building walls.
The new decay tool can be crafted at the collector NPC with materials from the Nomad Highlands.
Food, drinks and potions placement
A new type of prop consisting of plates, boards, and coasters allows the decorative placement of a vast selection of food, drink, and potion items. Finally, dinner tables can have dinner on them!
They can be crafted at the farmer NPC when wood planks are unlocked.
New props and materials
More than 70 new or previously unavailable props are now accessible for crafting and placing into the player base. This is the perfect time to try out the new placement rotation option! Among others, the new props include:
A set of elegant leather sofas.
Various large statues.
A new set of sturdy doors, including a massive vault door.
New sets of braziers and lamps.
Numerous home decor props such as baskets, pots, and buckets.
New types of room decorations such as room dividers and sigils as wall decor.
Two new building materials are available: a yellow variation of the stained-glass building blocks and a new stone wall terrain material.
A quest introduces a new trader for vanity items and decorative props while we celebrate the Lunar New Year. The trader will also stay as a permanent villager for the player base if invited by the Flameborn.
Gameplay Improvements
Skills can now be individually reset in the skill tree.
Visual parry indications have been added to enemies that didnât show the parry opportunity before. But we all know some will probably still mess up the timing.
A visual parry opportunity indicator has been added to enemy projectiles that can be parried.
A new farming animal can now be tamed in the Kindlewastes. Get ready for the Dune Armadillo and its offspring to become friends on the farm!
Several bugs and glitches have been addressed for pathfinding and behavioral issues for villagers and farm animals during their daily routine. We will continue to work on improving pathfinding and behavior in upcoming updates as needed.
Dodge and blink can now be activated earlier during wand attacks to align the availability of defensive moves with the timings of melee weapons.
Gameworld Updates
Several settlements and points of interest have been reworked and expanded significantly. Among others, the following locations have been updated:
Moth's Grove
Saline Quarry
Netherton
Fox Chase
Rookmore
Fenrig's Farm
Morwenna
Roostnook
Cloverbrook Farm
Mistbury Catacombs
In the Springlands, several new settlements have been added:
The enshrouded ruins âMidhollowâ
A new farm location, âWistful Fieldsâ
Various new camp locations
Several topology improvements have been added to the Springlands biome.
The visuals of the Shroud overgrowth material have been updated.
Many locations in the Blackmire region have improved combat encounters.
Many locations in the Albaneve Summits have improved combat encounters.
A new location called âEvent Honor Hallâ has been added to the Albaneve Summits. The location is added to the world map when visiting the Ancient Spire of this region. It houses the names of the winners of the Halloween Building Contest 2024.
Sound Improvements
New âSound Occlusionâ - sound sources behind other objects or terrain play correctly subdued now.
Added new and unique sounds at various areas in the UI: equipping and unequipping items now plays a sound corresponding to the material of the item, notification sounds are now more varied, upgrading weapons sounds are now different depending on the level of the upgrade. Managing your inventory never sounded so good!
Added new sliders for sound options to accommodate the new voice chat feature. We all have that one friendâŚ
Changelog
Fixed the drop rate for rings in some areas. For example, rings dropped far too often in the areas of the Albaneve Summits.
Fixed several small issues with incorrect loot tables.
When using a controller, the position of the item wheel has been moved to the center of the interface.
As a first step for building from magic chests, the build hammer can now use up building blocks directly from magic chests, provided that you have at least 1 item of the respective material in your backpack. Dismantled blocks are stored in your backpack. In the future, it is planned to continue adding more functionality and convenience features to this.
Default button highlights have been fixed for the split-stack widget.
The taming timer is no longer aborted when sneaking away from an animal that's currently occupied with eating a food bait. This should make the taming process a little easier.
After the animals have eaten, the grace period before they can get suspicious again has been increased, giving players more time to sneak out of range. No more goats with spidey sense!
The taming of the cat as part of the quest âCat Searchâ has been made easier. Also, the area in which the cat can be found has been reworked to give the player more space for maneuvering while attempting the taming.
Hiding from wildlife behind small hills now works more predictably, helping with sneaking and taming.
Improved reliability of sneaking and taming on uneven terrain. Previously, falling off tiny bumps in the terrain could scare away animals while trying to tame them.
Animals no longer push each other out of the way while the player is petting one of them. How rude!
Animals can no longer eat food through solid walls. We didnât intend for them to be a reference to The Thing.
The recipes for cat and dog food have been updated. Cat food now has several meat ingredients and nettle was removed, whereas wolf meat has been removed for the dog food. Our veterinarian players can rest easy now.
Fixed additional cases of villagers deciding to continuously run in a tiny circle or to stop moving completely.
Fixed a few instances of nests for Fell enemies that didnât spawn new enemies correctly.
Fixed selecting a server and joining it in the server selection menu with controllers.
Improved rendering of vegetation. For example, the translucency for leaves looks better now.
Improved some stuttering when the game is installed on a hard drive disk instead of an SSD.
Fixed an issue that prevented lore items or quest items from dropping correctly from enemies.
The skill Merciless Attack now hits larger enemies such as the Sabertooth Cats more reliably.
Removed an unnecessary health bar on boss corpses. You can stop, heâs already dead!
Increased the lighting in very dark areas of the game.
Fixed cases of incorrect display of completed missed Embervale quests.
Added several fallbacks and security steps for quests to make sure they correctly trigger in rare edge cases.
The information about ongoing shader compilation has been moved from the ESC menu to the HUD for more visibility.
Fixed the skill Bloodletting. It now correctly spawns health orbs on critical hits with all magical spells.
Exchanged incorrect upgrades for the weapon Composite Bow. It now adds the intended piercing damage.
Updated the visuals for red mushrooms. The mushrooms are now called Penny Bun.
Added birch as an additional tree type in forest areas.
Increased the strength of Obsidian building material. Before it was too easy to destroy it with grenades.
Fixed enemy arrows and bolts passing through solid props. Admin, the enemies are no longer doing it sideways.
Fixed a few instances where wood falling out of trees while they were chopped would not drop down to the ground as intended.
Texture streaming has been improved so that high-resolution textures are much more reliably loaded at the right time.
New network improvements should result in less lag or rubberbanding issues, especially when playing with low or medium bandwidth connections in multiplayer.
Fixed several cases where anchors for the grappling hook couldnât be used.
Fixed the player's ability to steer the direction while falling. Before, this was only supported when the player had jumped before falling.
If you read this far, thank you for sticking it out! We hope you enjoy Enshrouded's fifth update. Let us know what you think below, and don't forget to go check out our roadmap, too!