
Game intel
Enshrouded
You are Flameborn, last ember of hope of a dying race. Awaken, survive the terror of a corrupting fog, and reclaim the lost beauty of your kingdom. Venture int…
I’ve been waiting for this one since Early Access launched. Enshrouded has always had satisfying building and combat loops, but its world felt, well, parched. Wake of the Water doesn’t just pour lakes into the map; it adds a dynamic, voxel-based water simulation that you can pipe, store, swim through, and weaponize for builds. That’s a big swing most survival games avoid because fluid systems can break saves and murder servers. Keen Games is taking the risk-and it looks like they’ve thought through the pain points.
Here’s the impressive bit: Enshrouded’s water isn’t just a static texture or a series of binary blocks. It flows across the landscape and will happily stream into your base if you let it. The devs say world integration won’t bulldoze your creations-water won’t spawn inside your base—but lakes can materialize nearby and spill over. Sensible backups: you can vacuum puddles with a watering can or drop drains that whisk excess water into the mystical void. Is that a little game-y? Sure. But in practice, it’s the kind of tool you want when a friend accidentally floods your hallways.
Terrain actually matters. Sand absorbs and dries, rocky surfaces don’t, and crafted springs can generate infinite flow up to their own level without overflowing. That means you can build a contained pool or fountain that never creeps over the edge—a small detail that makes elaborate aqueducts, moats, and rice-terrace farms feel feasible. Compared to the binary water in Minecraft or the largely decorative seas in Valheim, Enshrouded’s take lands closer to a builder’s sandbox than a backdrop.
Fishing and farming plug straight into this system. Plants can be watered properly, fish become a resource loop, and because water’s placeable and movable, bases can be sculpted around it. I’m already picturing hidden grotto workshops with glass corridors and an irrigation grid under a bamboo courtyard. Survival games live or die on the stories players can build—moving water is story fuel.

The Veilwater Basin isn’t just a pretty forest biome; it’s positioned as the new endgame with ten extra levels, fresh skills, armor sets, and weapons. Crucially, water isn’t locked to late-game—you’ll find smaller lakes sprinkled through earlier regions—but the Basin is where the simulation bites back. Dungeons incorporate water puzzles, rooms fill as traps trigger, and your limited air supply becomes another meter to manage (like cold resistance). Expect to hunt for in-world air sources or kit yourself to extend breath for deep dives.
Underwater bases are possible with a clever altar placement trick—build near a lake, then extend into it—creating a safe air bubble where you can spawn. That’s a fun compromise: underwater living is an achievement, not a menu toggle. The big relief for builders is that water won’t shove your furniture around, so a single bad sluice gate won’t scatter your crafting hub into the abyss.

Two-handed greatswords arrive with a legit moveset—vertical chops, long pokes, spins, even an uppercut that launches foes. Alongside this, combat gets balance tweaks aimed at smoothing out flow. The meta question is whether greatswords give melee builds a reason to ditch shield comfort for big-damage commitment. I’m hopeful; Enshrouded’s combat always felt a tweak away from greatness, and this is the kind of tweak that can redefine timing and stagger windows.
New enemies, the Drak, force the issue. They leap, they swing big, and their heavies litter the battlefield with obsidian spikes you’ll need to clear. They’re comfortable underwater, which means you’ll have to be as well. On the softer side, you can roast and grind coffee beans for class-specific buffs—a wonderfully oddball system that could be the difference between drowning mid-dungeon and sprinting to the next air pocket.
Fluid simulation is notoriously hard to ship in an open-world voxel game without breaking saves or servers. Keen’s solution—player-friendly drains, non-destructive flow, server roles that limit world edits outside bases—shows they’ve watched how sandbox griefing plays out. I do have questions: how does water impact performance on busy servers? Will springs and drains enable accidental (or intentional) lag machines? We’ll need long-term community testing to know.

Even with caveats, this is the kind of systemic upgrade that sticks. It gives builders new toys, explorers new problems, and combat players a reason to re-spec. There’s even a pirate’s dream buried in here: mountains of gold coins mostly for decoration and treasure rooms, plus a fisherman NPC who cares about your stash. It’s decidedly gamey, but it feeds the fantasy loop. If you’re diving in fresh, Enshrouded sits at $29.99 / £24.99 on Steam—strong value for a survival game now brave enough to let its world literally flow.
Wake of the Water doesn’t just add lakes—it adds a real fluid system that changes how you build, explore, and fight. Veilwater Basin brings a proper endgame, greatswords shake up melee, Drak raise the threat level, and QoL tools keep griefing and floods in check. I’m excited, and I’ll be watching performance and balance as the community starts plumbing the depths.
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