Platform status at 1.0
| Platform | Status | Notes |
|---|---|---|
| PC (Steam) | Live | Up to 16 players |
| PS5 / PS5 Pro | Live | 60fps target; Pro gets improved graphics; up to 8 players; PS Plus required |
| Xbox Series X|S | Spring 2027 | Delayed for optimisation |
| PS4 / Xbox One | Not planned | Current-generation consoles only |
| Nintendo Switch | Not planned | No announced version |
| Crossplay | Not ready | Keen is working on it with no timeframe |
The Xbox delay is deliberate, not a cancellation: Keen chose to bring the game to new platforms gradually rather than be everywhere at once, and said it needed more time to hit the quality and performance it wanted.
The crossplay gap is the practical problem. PC and PS5 players cannot share a world at 1.0. If your group is split, see how to play with friends before anyone buys.
Steam Deck: it works now
1.0 changed this. In Early Access the game was a struggle on the Deck; Keen’s 1.0 changelog explicitly lists improved performance on handheld devices, low-end graphics cards and the Steam Deck, alongside measures to reduce CPU load, methods to save video memory without hurting visual quality, and a big drop in the performance cost of point light shadows — which matters most in large bases with many lights.
The settings that actually matter
Out of the box the game picks close to its lowest preset with FSR 3 on Performance, and the image is noticeably soft on the handheld screen. It is playable, but it does not look good.
The recommended change is small:
- Keep the default preset.
- Switch FSR 3 from Performance to Quality.
- Turn frame generation on.
That gives a much cleaner image. It does not hit 60fps — it mostly sits in the 40–50fps range, with dips into the 30s. Importantly, it performed very well inside the Shroud, which is where the toughest enemies and rarest materials are.
Is frame generation worth it?
It adds a little input latency, especially with lots of monsters and effects on screen — but not enough to get you killed. Without it, the frame rate dips under 30fps occasionally, and you notice that far more. In this game, frame generation works exceptionally well at smoothing things out.
Two caveats:
- That testing was solo. Enshrouded supports up to 16 players, and multiplayer will be more demanding on the Deck.
- There are still loading-section lag spikes unrelated to frame generation.
A more conservative community baseline for the Deck is around 30–45fps in open areas on tuned settings, dropping toward 25 in dense Shroud zones or big bases — using roughly 800p resolution scale, Performance-tier lighting, and Point Light Shadows off.
Sources disagree on the Deck’s official Steam rating — one reports it launched Verified on both Steam Deck and Steam Machine, another that it is rated Playable rather than fully Verified. Either way it runs; the number is not the useful part.
ROG Ally and Legion Go have more headroom from stronger APUs, so you can push past the Deck’s baseline.
On Linux desktop: there is no native Linux build, but it runs through Proton, with results similar to the Deck on a discrete GPU.
PC performance: what you need for each target
Enshrouded is more GPU-dependent than CPU-dependent for most players, so a modest CPU with a solid GPU is fine — unless you are hosting co-op, where a recent i3 or Ryzen 3 will bottleneck you in busy built-up areas.
| Target | What you need |
|---|---|
| 1080p 60fps | RTX 2060 or RX 6600-class on Medium–High |
| 1440p 60–70fps | RTX 3060 or RX 6600 on balanced settings; RTX 4060 or better is comfortable, especially with DLSS Quality |
| 4K | RTX 4090 at native Epic settles near 45fps; DLSS Quality, or Epic→High, gets it back toward 70–100fps. Below RTX 4080-class, use upscaling or target 1440p |
Two memory notes that are not padded:
- 16 GB RAM is both the minimum and the recommended spec, and it is accurate rather than cautious. On 8 GB expect stutter and slow asset loading even with a strong graphics card.
- 6 GB VRAM is enough at 1080p (real usage around 5.5 GB). At 1440p an 8 GB card is more comfortable, and usage climbs toward 7 GB at 4K on the highest settings.
Epic settings push Indirect Lighting and shadow quality hard, so even a strong card sees bigger drops in dense Shroud fog than on open terrain.
What changed in 1.0 for performance
- New brick renderer shows terrain and voxel buildings in much more detail at distance.
- Per-biome lighting and atmosphere.
- HDR support.
- Reduced CPU load and saved video memory without sacrificing visual quality.
- Much cheaper point light shadows — directly relevant if you have a large, well-lit base.
Keen notes there can still be shadow flickering in the distance on Performance settings, and says it is investigating.
Two hotfixes landed shortly after launch, fixing crashes including one that occurred when fast travelling or landing with a glider in worlds with a lot of entities.
Save compatibility: read this before you load in
- Old saves are fully compatible. You do not need to restart.
- Every character’s skill tree is reset on first load into 1.0. That is intentional — 1.0 reworked the trees.
- Custom keybindings revert to default, because 1.0 added many new control options. Rebind before you drop into a fight.