Enshrouded Server Config Generator

Build a working enshrouded_server.json for your Enshrouded dedicated server without hand-editing JSON or counting braces. Dropdowns for the difficulty preset, weather and curse dials; sliders for every health, enemy, boss, gathering and XP factor; toggles for durability, starving and pacifism; plus the roles-and-passwords table that decides who can build, raid chests, and admin the world. The big one is gated for you: the custom gameplay factors only take effect when the Difficulty Preset is set to Custom, and the generator warns you the moment that's out of sync. Day and night lengths are entered in plain minutes — we convert them to the game's nanosecond values on the way out. Nothing's hidden; where a value's exact current behaviour is less certain, we flag it rather than drop it.

Server Identity & Network

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The browser name, ports, and player cap — the basics that get your server listed and reachable. Access passwords live further down in Roles & Permissions; Enshrouded controls who can join (and what they can do) through roles, not a single server password.

The name players see in the in-game server browser. Default "Enshrouded Server" — which is also what every un-configured server is called, so change it unless you want to be one of a hundred identical entries. Keep it short and searchable.

⚠ verify

An optional single password for the whole server. Most Enshrouded admins leave this blank and use the per-role passwords below instead — that's the game's documented way to gate access and hand out permissions. We only write this key if you fill it in.

15636

UDP port the game traffic runs on. Default 15636. Forward it on your router and open it on the firewall. Must be different from the Query Port below — matching them stops the server from starting.

15637

UDP port the Steam server list uses to ping your server for info (name, player count). Default 15637, one above the game port. Forward it too, or your server may show up empty or not at all in the browser.

16

How many players can be on at once. Default and hard cap is 16 — the game won't go higher. Each extra player costs CPU and RAM, so on a modest box set this to what you'll actually use rather than maxing it for the sake of it.

Chat & Voice

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In-server text and voice chat, both off by default. Turn them on for a community server; leave them off if your players coordinate over Discord.

In-game voice chat. Off by default. Turn it on for a casual public server; most organised groups use Discord and leave this off. The Voice Chat Mode below only matters when this is on.

Proximity (default) = you only hear players near you, which suits immersion and exploration. Global = everyone hears everyone, server-wide. Only has any effect when Voice Chat is enabled above.

In-game text chat. Off by default. Turn it on so players without voice can still talk in-game. Harmless to enable on any server.

Difficulty Preset

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This single field decides whether the gameplay factors below do anything at all. It's the most common "my settings didn't apply" trap in Enshrouded — read the tip before you tune anything.

Enshrouded ships four built-in presets — Default, Relaxed, Hard, Survival — plus Custom. ⚠ The gameplay factors in every section below ONLY apply when this is set to Custom. On any named preset the server uses Keen's built-in values and silently ignores your custom tuning. Picking one of our Casual/Hardcore/Peaceful templates sets this to Custom for you.

Player

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How tough and capable your players are. All default to 1.0 (vanilla). Raise health/stamina for a gentler server, drop them for a harsher one. Requires Difficulty Preset = Custom.

Multiplier on player maximum health. Default 1.0. Higher makes players tankier (forgiving for newcomers); lower bites hard in the deeper biomes. A common gentle tweak is 1.5–2×.

Multiplier on player maximum mana — the resource behind spells and ranged charges. Default 1.0. Raise it for a more magic-heavy, spammy combat feel; lower it to make casting a careful resource.

Multiplier on player maximum stamina, which governs sprinting, dodging and melee. Default 1.0. Higher means more aggressive uptime in fights and longer sprints; lower makes movement and combat more deliberate.

How well players hold body heat against cold-biome temperature drain. Default 1.0. Higher softens the cold-survival pressure; lower makes warmth a real concern. Steps through 0.5 / 1 / 1.5 / 2.

How long players can stay underwater before drowning. Default 1.0. Raise it if your map has a lot of deep water exploration; most servers leave it at default.

Survival & Needs

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Durability, hunger, and time in the Shroud — the survival-pressure dials. Requires Difficulty Preset = Custom.

When on (default), weapons, tools and armour wear out and need repairing. Turn it off for a no-maintenance server where gear never degrades — a popular casual/creative comfort setting.

Off by default. When on, letting your food run all the way out applies a real penalty (a health drain), turning eating from optional buff into genuine upkeep. Enable it for a survival-flavoured server; the hunger timer below only matters when this is on.

How long the buffs from eating cooked food last. Default 1.0. Higher means you cook and eat less often (convenience); lower keeps food a constant chore. 1.5–2× is a nice quality-of-life bump.

10

Minutes between becoming "hungry" and actually "starving". Default 10. Entered in minutes here — we write it out in the game's nanosecond value. Only has an effect when the Starving Debuff above is on; raise it to give players a longer grace period.

How long players can stay inside the Shroud before the timer kills them. Default 1.0. Higher gives more breathing room to explore Shroud zones; lower makes the Shroud genuinely deadly. A core difficulty lever for this game specifically.

World, Time & Weather

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Day/night length, weather, and the Shroud curse. Day and night are entered in minutes. Requires Difficulty Preset = Custom.

30

Real minutes of in-game daytime per cycle. Default 30. Entered in minutes; written out in the game's nanosecond value. Longer days give more comfortable build/explore time before night; shorter days speed the cycle up.

12

Real minutes of in-game night per cycle. Default 12 (nights are shorter than days). Entered in minutes; written out in nanoseconds. Drop it toward the minimum if your players find the dark stretches a slog.

How often harsh weather events roll in. Normal is default. Disabled turns weather events off entirely, Rare calms them down, Often cranks them up. Mostly an atmosphere/visibility dial.

⚠ verify

Chance of picking up a Shroud curse when you go down in the Shroud. Normal is default; Easy effectively turns curses off; Hard roughly doubles the chance. Note: the in-game menu labels these Off / Default / High — the file uses the values shown here.

On by default — wind gusts buffet the glider, so long flights take a bit of handling. Turn it off for smooth, predictable gliding, which a lot of players prefer for getting around large maps.

Enemies & Combat

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Spawn density, enemy and boss strength, and how aggro works — the core combat difficulty. All default to 1.0 / Normal. Requires Difficulty Preset = Custom.

⚠ verify

How many enemies populate the world. Normal is default. Few thins them out for a calmer, building-focused server; Many / Extreme crowd the map for a combat-heavy one. Pairs with the aggro setting below.

How many enemies can actively attack you at the same time. Normal is default. Few means they queue up and politely take turns (much easier); Many / Extreme let a whole pack pile on at once. One of the biggest real difficulty levers in the game.

Multiplier on the damage normal enemies deal. Default 1.0. Drop to 0.5–0.75 for a forgiving server; push past 1.0 for a punishing one. The most direct "how deadly is the world" dial.

Multiplier on normal-enemy health — how long they take to kill. Default 1.0. Higher makes fights longer and more attritional; lower lets you carve through trash mobs faster. Combine with Enemy Damage to tune the whole feel.

How much enemies can keep attacking before they need to recover. Default 1.0. Higher means relentless pressure with fewer openings; lower gives you more gaps to punish. A subtler dial than damage/health.

How far away enemies notice you. Default 1.0. Higher makes stealth nearly impossible and pulls more fights; lower lets you sneak past or pick engagements. Drop it for a more exploration-friendly server.

Multiplier on the damage bosses deal, separate from normal enemies. Default 1.0. Tune this independently so you can keep the open world casual but still have demanding boss fights — or vice versa.

Multiplier on boss health — how long boss fights last. Default 1.0. Raise it for a longer, group-oriented fight; lower it if duos and solos find bosses a slog. Pairs with Boss Damage.

How readily enemies lock onto and stick to a target. Default 1.0. Higher makes the world more reactive and tenacious; lower lets you disengage more easily. A flavour dial most servers leave at default.

Off by default. When on, enemies stop attacking entirely — a fully peaceful world for building, exploring or screenshotting. With this on, the enemy and boss combat factors above no longer matter.

What happens to your taming progress when an animal gets startled mid-tame. LoseSomeProgress (default) sets you back a bit; KeepProgress is forgiving; LoseAllProgress is punishing. Set it to KeepProgress on a relaxed server.

Death Penalty

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What you drop when you die. Requires Difficulty Preset = Custom.

What's left behind when you die. AddBackpackMaterials (default) drops a recoverable tombstone with your backpack materials. Everything is full-loot — you drop the lot and must run back for it. NoTombstone keeps your inventory on death (the softest option). The in-game menu labels these differently, but these are the values the file expects.

Gathering, Economy & XP

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Mining, farming, crafting, perks and experience — the progression-pace dials. All default to 1.0 except perk recycling. This is where boosted servers do most of their tuning. Requires Difficulty Preset = Custom.

How fast you chew through terrain and ore with the pickaxe. Default 1.0. Higher makes mining and tunnelling quicker — a near-universal comfort tweak on co-op servers since voxel mining is slow at vanilla rates.

How fast farm crops grow. Default 1.0. Raise it so your farm keeps up without babysitting; lower it for a slower, more deliberate agrarian server. Pairs well with longer food-buff duration.

How much you get per gathered resource — the headline "boosted server" dial. Default 1.0. 2× roughly halves grind time without trivializing it. The single most-tweaked economy setting.

How fast production stations (kilns, smelters, the like) churn through their queues. Default 1.0. Higher means less waiting on the furnace — one of the most-appreciated comfort tweaks on busy servers.

Multiplier on the materials needed to craft and apply gear perks. Default 1.0. Lower is cheaper. Drop it so experimenting with perks isn't a heavy resource sink on a casual server.

0.5×

Fraction of materials you get back when recycling a perk. Default 0.5 (half returned) — note this one isn't 1.0. Raise toward 1.0 so swapping perks costs almost nothing; lower it to make perk choices more committal.

Multiplier on experience earned from fighting. Default 1.0. Raise it for faster levelling on a boosted server; the three XP factors are independent so you can favour combat, mining or exploration.

Multiplier on experience from mining. Default 1.0. Can be set all the way to 0 if you want mining to be purely about materials, not levelling — useful to stop XP farming on a heavily-boosted gather rate.

Multiplier on experience from exploring and completing quests. Default 1.0. Raise it to reward map-clearing and questing over grinding — a nice fit for an exploration-focused server.

How hard the fishing mini-game is. Default Normal, scaling from VeryEasy to VeryHard. Purely a side-activity dial — set it easy if you don't want fishing to be a skill test.

Roles & Permissions

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Enshrouded gates access through roles, not one server password. Each role has its own join password and a set of permissions; players who connect with a role's password get that role's rights. The three standard roles are below. Set a password on at least the Admin role — passwords are blank by default, and a blank password means anyone can take that role.

👑 Admin roleFull control: kick/ban, all building and world editing, every chest. This is you and your staff.

The label for this role. Default "Admin". Rename it freely; the permissions, not the name, are what matter.

The join password that grants Admin rights. Blank by default — set this. Anyone who connects with this password becomes an admin, so use a long, private string and share it only with staff.

Remove and ban other players. On for Admin by default.

Open and take from shared chests and storage. On for Admin by default.

Build and remove structures inside existing base areas. On for Admin by default.

Place new base ground / extend the build boundary. On for Admin by default.

Terraform and mine the open world outside base areas. On for Admin by default. (This is the newer permission key some older configs are missing.)

0

Slots held open for this role so staff can always get in when the server is full. Default 0. Reserved slots count against your total Player Slots.

🤝 Friend roleTrusted players: build and edit the world, use chests, but no kick/ban. Your regulars.

The label for this trusted-player role. Default "Friend". Rename to "Member", "Trusted", whatever suits your community.

The join password for the Friend role. Blank by default. Set it and hand it to your regulars; leave it blank only if you genuinely want this role open to anyone.

Off by default — moderation stays with Admin. Turn on only if you want trusted players to help moderate.

On by default — trusted players share storage. Turn off if you want chests locked to admins only.

On by default — trusted players can build within existing bases. The point of the role on most co-op servers.

⚠ verify

Whether trusted players can extend the base boundary, not just build inside it. We default this on; turn it off to keep base expansion an admin-only decision.

On by default — trusted players can mine and terraform the open world. Turn off to confine their digging to base areas.

0

Slots held for trusted players. Default 0. Reserved slots count against your total Player Slots.

🚪 Guest roleDrop-ins: play and explore, but can't touch bases, chests, or the world. The safe public default.

The label for the lowest-permission role. Default "Guest". This is what unknown drop-in players get.

The join password for the Guest role. Blank by default. On a public server, a blank Guest password is what lets anyone in as a harmless guest; set one to make even guest access invite-only.

Off — guests never moderate. Leave it off.

Off by default so drop-ins can't empty your storage. Turn on only for a fully trusting open server.

Off by default — guests can't alter your bases. The main thing protecting a public server's builds.

Off — guests can't grow the build area. Leave it off.

Off by default — guests can't dig up or reshape the world. Keep it off on any public server to stop drive-by griefing.

0

Slots held for guests. Default 0, and usually left there — you don't normally reserve capacity for drop-ins.

These three roles are what the game creates by default and cover almost every server. Enshrouded supports up to ten roles — if you paste in a config that already has extra roles, the generator keeps them in the downloaded file untouched.

Advanced — Files & Binding

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Paths and bind address. Most admins never touch these — the defaults are correct for a normal install. Change them only if you know you need to.

Which network interface the server binds to. 0.0.0.0 (default) means all interfaces — correct for nearly everyone. Only set a specific IP if you're multi-homing the box and know which NIC you want.

Where the world save is written, relative to the server folder. Default ./savegame. Leave it unless you're deliberately relocating saves; changing it on a live server points the server at a different (usually empty) world.

Where server logs are written, relative to the server folder. Default ./logs. Handy to relocate onto a separate disk on a busy box; otherwise leave it.

⚠ verify

Optional labels for your server (one per line) — things like pve, boosted, or a region code, used by some browsers/hosts for filtering. Leave it empty if you don't need them; we only write tags if you add any.

About the Enshrouded Server Config Generator

Enshrouded keeps its entire dedicated-server configuration in one file: enshrouded_server.json. It holds the server name and ports, the slot count, voice and text chat, the difficulty preset, a big block of custom gameplay factors, and the roles that decide who can do what. This generator builds the whole thing with dropdowns, toggles, sliders and number fields, then hands you a properly-nested, valid JSON file you can paste straight in — no counting braces, no guessing whether a value is a factor or an enum string. Verified against Keen Games' official Dedicated Server Configuration docs, the Server Gameplay Settings reference, and the Server Roles reference.

The Custom-preset trap

This is the single most common "my settings didn't apply" problem in Enshrouded. The gameSettings block — every health, enemy, boss, gathering and XP factor — is only read when gameSettingsPreset is set to Custom. If it's left on Default, Relaxed, Hard or Survival, the server uses Keen's built-in preset values and silently ignores everything you tuned. Admins carefully set thirty factors, restart, and find none of them took — because the preset was never switched to Custom. This generator flags it the moment you change a gameplay factor without Custom selected, and our Casual/Hardcore/Peaceful templates set Custom for you.

Roles and passwords, not one server password

Enshrouded doesn't use a single server password the way most games do. Access is handled through roles (userGroups): each role has its own join password and a set of permissions, and whichever password a player connects with decides their role and rights. The three default roles — Admin, Friend, Guest — are here with editable names, passwords, the five permission toggles (kick/ban, chests, edit base, extend base, edit world) and reserved slots. Passwords are blank by default, which means a role with no password is open to anyone — so at minimum, set a strong Admin password. The newer canEditWorld permission (terraforming outside base areas) is included; some older configs predate it.

Minutes in, nanoseconds out

Three settings — the hunger-to-starving timer, day length, and night length — are stored in the file as nanoseconds, which is why hand-edited configs so often have a wrong number of zeros. This generator lets you enter them in plain minutes and does the conversion (×60,000,000,000) on the way out. Day 30 / night 12 minutes is the default cycle. Paste a config back in and we read the nanoseconds and show you minutes — the round trip stays correct either way.

The 16-player cap

slotCount tops out at 16 — Enshrouded's hard limit, no matter what you type. It's also a performance lever: the game simulates a lot of voxel world per player, so a full 16-player server works a box considerably harder than the slot count alone suggests. Set it to what your hardware can comfortably run.

Does this cover every setting?

Yes — every documented field in the current enshrouded_server.json: the top-level server and network keys, all of the custom gameSettings factors, and the role/permission structure. Where a value's exact current behaviour is less certain — the optional top-level password, the raw enum casing for the curse and spawn dials, server tags, one disputed role default — we mark it with a ⚠ verify badge rather than hide it, so you stay in control with a visible heads-up. If you've already got a working config with extra roles or keys we don't model, paste it in: the import carries unknown keys through untouched, so a round-trip never silently drops anything.

Where the config file actually lives

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