Keen Games shipped the first proper patch for Enshrouded 1.0 this morning. Patch #1, version 1.0.1.0, is live on Steam and PS5, and after two hotfixes that were mostly about crashes and save migration, this is the first update that actually goes after the gameplay annoyances people have been posting about since the October 15 launch. Bosses that heal while you shoot them, enemies that drop nothing, a wand exploit that made mages a little too good, fish stealing your farm animals' beds: it is all in here.
The full list is long, so this guide sorts it by what you actually do in the game. Everything comes from Keen's official Patch #1 changelog, which was also posted on Steam. Where I add an opinion on what a change means for your build or your base, it is labeled as such.
Enshrouded Patch 1 at a Glance
Patch 1.0.1.0 landed on November 2, 2026, and the official version number is 1283531. It follows Hotfix 1.0.0.2 on October 16 and Hotfix 1.0.0.3 on October 21, plus the news that Enshrouded 1.0 is now Steam Deck Verified. Keen promised more fixes "next week" in that Deck post, and this is that delivery.
Steam and PlayStation should both pull the update automatically. Dedicated server hosts will want to update their server as well so friends on the new client can still connect.
Boss and Combat Fixes
The headline fix is for anyone who plays ranged. Before this patch, bosses like the Fell Monstrosity would sometimes decide the fight was over when you were too far away, drop combat and start regenerating health while you were still shooting them. Keen's note is blunt: bosses "now stay engaged in combat longer after having been attacked and even when players are far away." If you gave up on a bow fight because the health bar kept refilling, go back and try again.
The rest of the boss and enemy list:
- Wispwyvern and its undead version can now be targeted properly by totem spells and other summons, and their artillery attack visuals were cleaned up.
- Dragon Youngling could end up defeated but not actually dead, which meant no loot. Keen's changelog line is "What is dead may never die something something give me my loot!" It is fixed.
- Boss music no longer cuts out while the fight is still going.
- Ancient S.P.D.R. Constructs are harder to lure into spots where they forget how to move or attack. Cheese fans, this one is a nerf for you.
- The shielded Ancient Construct now has phases where its shield is on cooldown, which gives melee players an actual opening.
- Fell Vinebloom area poison damage was reduced.
- Scavenger proximity mines have a smaller explosion radius.
- Vukah Brawlers should no longer spawn inside cave walls, and targeting enemies standing next to Cyclopses is easier.
- Fell Vine projectiles now hit props and terrain like they should, instead of passing through cover.
- Vultures fight more sensibly, and the Scavenger Bully retaliation no longer shows "Not effective" when it hits you.
Loot and XP Changes
Two loot fixes will matter to most players. First, defeated enemies sometimes needed to be interacted with twice before they could be looted. That is gone. Second, Keen has reduced the cases of Fell enemies with no loot, and says another fix for this is planned for the next update. So if a Fell area still feels stingy after today, that is expected and more is coming.
On the XP side, elite flying critters now give more XP. Keen also cut the number of flying critters in one spot in the Kindlewaste Hollow Hall, and shrank the combat collider on Fell mini critters, which used to block arrows aimed at enemies behind them. Archers have been complaining about that one for a while.
Last, Keen fixed several places where enemy levels did not match the region, and the mysterious wanderer should now show up on the right schedule.
Wand and Mage Changes After the 1.0 Rework
The 1.0 launch reworked magic, and wands got a heavy attack, an Aerial Wand Attack and an Evasion Attack. Patch 1 is the first round of tuning since then:
- Block-cancel exploit removed. You could animation-cancel each wand shot by blocking and push your attack speed far past what was intended. That no longer works.
- Aerial Wand Attack now costs 40 mana instead of stamina.
- Wand Evasion Attack costs less mana.
- Wand Heavy Attack got its missing sound effects.
- Perk descriptions for mana, health and stamina leech were updated where they were wrong.
- Chain Heal can no longer heal enemy Hollow skeletons, which was as funny as it was annoying in group fights.
Melee and Other Weapons
Melee gets a couple of smaller changes:
- Whirlwind Crescendo costs less stamina.
- Lupa's scalper daggers now enable the riposte kick like they are supposed to.
Building, Farming and Base Fixes
Base builders get one of the funniest bug fixes in a while. Fish were secretly occupying the beds needed for new offspring on farms, which quietly stopped other animals from reproducing. Keen fixed it, so if your farm has been stalled, give it a little time and it should start working again.
The rest of the base and building list:
- Overgrowth can be removed from base buildings again.
- The pickaxe can now destroy props in flying build mode, and sound is now heard from the camera's position, not the character.
- Taking damage in flying build mode now cancels the mode immediately.
- The prop finetune mode no longer stays stuck on when you switch to things like the summoning staff, magic staffs or water dispensers.
- The Finetune Mode widget has a cleaner layout, and it is easier to see when it is active.
- Water wheels now spin when moving water actually touches them.
- Factories no longer use a default material when you picked a specific alternative in the recipe.
- The factories page in the base overview can now be sorted by remaining production time and by product, and name sorting works properly.
- Azure Russula seedlings are a little cheaper to produce in the farm bed.
- Big farm animal beds can be made with any wood type, crab cakes accept any milk, and the goo recipe also unlocks by picking up the Shroud mushroom in the Revelwoods.
- Basalt was removed as loot from several terrain and block materials because it was unlocking some recipes too early.
- Survivors with a roaming distance of 0 can no longer be pushed around, and loot prompts no longer appear on lootable objects that are already gone.
Sparkworks Fixes for Adventure Creators
Sparkworks, the logic system that came with 1.0, gets a handful of fixes:
- Sparkworks enemy spawners no longer spawn the wrong enemies in several cases.
- Props that are part of a Sparkworks setup can no longer be destroyed by player or enemy attacks. You can still dismantle them, so your traps and puzzles will not get wrecked by a stray fireball.
- The Sparkworks tutorial now opens at the Sparkworks workbench, and the workbench shows up in the workshops overview.
- The trigger configuration sliders no longer break their layout at 80% text size.
- The share code search window in adventure sharing has a fixed layout.
Early Game, Exploration and World Fixes
New players should have an easier first hour. Keen added a few food options on the path before and inside the first cave, so you are less likely to starve before reaching the first open area. Purple berries are easier to spot too.
Some general world fixes:
- Snapping to trees with the wood chopping axe works better.
- Rocks no longer chase you around when you run past them with auto-loot on. You just pick them up now.
- Strange holes in the ground after fast travelling to sand or snow areas should be gone.
- A few grappling hook anchors work properly again.
- A Hollow enemy spawn in the Albaneve Summits Hollow Halls was moved to the right spot.
- Smaller fixes for tents sunk into the ground, flooded cellars, bamboo chopping effects, mud bubbles and texture issues on Ancient props and secret doors.
- Destructible objects now show a grey health bar, so you can tell they take damage but are not a threat, and several Ancient props that broke too easily are sturdier.
Character, Cosmetics and Audio
One fix will matter to anyone who made a character in the last two weeks. The previous update accidentally unlocked every hairstyle in character creation, including ones that are supposed to be quest rewards. That is fixed now, but Keen is letting everyone who already used one of those hairstyles keep it, and it counts as unlocked in the item set. A nice call. The missing muted purple hair color was also added to the item set.
Other character and audio changes:
- The Ashwind Strider and Sky Specter armor sets had their names and descriptions swapped. Fixed.
- Armor hide settings now show on character renders in the pre-game menus.
- Survivors get their missing greetings and farewells, push grass as they walk, and have cleaner voice lines. Keen even removed a few recording outtakes that slipped into the files.
- Voice-over is easier to hear compared to other game sounds, and surround sound mixing is better, with more fixes coming.
- Chinese or German voice-over is now selected correctly for the intro and outro when your system language is set to one of them.
PC and PS5 Specific Changes
On PC, the most important fix is for players bringing over Early Access saves. Keen fixed several cases where save data migration could throw an error, and increased the memory budget for migrating saves with a lot of player bases. If your migration failed before, Keen's advice is to try it again on this patch. Also on PC:
- New graphics settings for AMD cards.
- The ESC key works again after using the AMD overlay.
- Binding evade to right mouse plus space no longer makes you jump instead, which should help other key combos too.
- The 3D resolution scale slider shows the right value after a reset.
- Sprint can be set to toggle in keyboard and mouse settings.
- With voice chat on open mic, you can now mute and unmute with a toggle key.
- A random GPU crash was fixed.
General UI fixes cover chat while fast travelling opening the wrong inventory tabs, the "is new" markers that would not go away, scrollbars that did not follow list selection, a missing tab in the controller layout popup, world names getting their Early Access character limit back, and a new news link in the main menu so you can read patch notes like this one from inside the game.
What Keen Says Is Still Coming
The changelog flags two things directly as unfinished: more Fell no-loot fixes in the next update, and more surround sound fixes in the next patch. There is no date on Patch #2 yet. Based on the pace so far, with two hotfixes in the first week and a patch about two and a half weeks after launch, it is reasonable to expect regular updates through November, but that is a guess, not a Keen announcement. Xbox Series X|S is still planned for spring 2027, per Keen's 1.0 announcement.
Frequently Asked Questions
What is in Enshrouded Patch 1?
Patch #1, version 1.0.1.0, fixes bosses regenerating health during ranged fights, reduces Fell enemies dropping no loot, removes a wand block-cancel exploit, moves the Aerial Wand Attack to a 40 mana cost, fixes a farm bug where fish blocked animal breeding, and adds toggle sprint, an open mic mute key and new AMD graphics settings. It also improves save migration from Early Access and includes PS5-specific fixes.
When did Enshrouded Patch 1.0.1.0 come out?
Keen Games released Patch 1.0.1.0 on November 2, 2026 for PC on Steam and PS5. The build number is 1283531.
Why are my Enshrouded farm animals not breeding?
Before Patch 1.0.1.0, fish could secretly occupy the beds needed for new offspring, which stopped other animals from reproducing. The patch fixes it, so breeding should resume once you are on the new version.
Did Enshrouded nerf wands?
Yes, a little. Patch 1.0.1.0 removes the ability to boost wand attack speed by block-canceling each shot, and the Aerial Wand Attack now costs 40 mana instead of stamina. The Wand Evasion Attack got cheaper, and the Wand Heavy Attack got its missing sounds.
My Enshrouded Early Access save would not migrate. What should I do?
Update to Patch 1.0.1.0 and try the migration again. Keen fixed several cases that caused migration errors and raised the memory budget for saves with many player bases. If it still fails, contact Keen's support with your save files.
Can I keep the quest hairstyle I picked in Enshrouded character creation?
Yes. A previous update accidentally unlocked quest-reward hairstyles in character creation. Patch 1.0.1.0 locks them again, but characters who already use one keep it, and it counts as unlocked in the item set.
Is Enshrouded on Xbox?
Not yet. Enshrouded 1.0 is out on PC and PS5, and Keen Games has said the Xbox Series X|S version is planned for spring 2027.



