---
title: "Enshrouded 1.0 dedicated server: what we measured on launch day"
description: "Launch night: the “Version Mismatch” that crashes servers under Proton and the fix, how the Early Access world is converted, 8.1 GB to download."
url: https://tickserv.com/guides/enshrouded-1-0-server-measured
site: "TickServ (https://tickserv.com)"
lang: en
published: 2026-10-15
games: [enshrouded]
---
# Enshrouded 1.0 dedicated server: what we measured on launch day

Enshrouded left Early Access with version 1.0 on 15 October 2026 at 17:00 (Paris time). That evening we started the 1.0 dedicated server on our own machines, with a world created during Early Access, and wrote down what actually happens: what breaks, what it weighs, what becomes of the world. This page is the raw record, with what you need to reproduce it.

Nothing here is taken from a press release. The numbers come from the dedicated server itself (Steam app 2278520, build **25936466**) and its logs.

If you would rather not manage a machine yourself, you can [host an Enshrouded server by the hour](https://tickserv.com/games/enshrouded): billing is per started hour, and a stopped server costs nothing.

## The method

Two sources. **A real world moving to 1.0** on our pre-production: a server created and stopped during Early Access (version `0.0.15.0`), restarted after release on our 16 GB eco machine, exactly as a customer would. **A separate test machine**, rented for the evening, to compare several ways of running the server on Linux side by side, and to replay the conversion of the same world from its archive.

## Under Docker, the Proton variant crashes at launch

This was the bad surprise of the evening, and it affects everyone self-hosting on Linux. The dedicated server is a Windows program: on Linux it runs through **Wine** or **Proton**. With the Docker image we were using, in its Proton variant (GE-Proton 10-30), the 1.0 server stops after one second:

```
[steam] Failed to initialize Steamworks system...Version Mismatch
[steam] Message from Steam: No SteamUtils011
[app] Failed to create Steamworks.
```

and the image's supervisor gives up after too many restarts. The 1.0 server asks Steam for a newer interface than this Proton can relay. The same evening, on the test machine:

| Launch                                                    | Result                                           |
| --------------------------------------------------------- | ------------------------------------------------ |
| Original image, Proton variant (GE-Proton 10-30)          | ❌ “Version Mismatch”, the server does not start |
| Same image, **Wine** variant (wine 11.0)                  | ✅ online, connected to Steam                    |
| Same image, GE-Proton 11-7 dropped on top                 | ❌ `libvulkan.so.1` not found                    |
| Another image, GE-Proton 11-7 and an updated Steam client | ✅ online                                        |

**If your Docker server shows “Version Mismatch” since 15 October**: switch to your image's Wine variant, or to an image whose Proton is version 11 or newer. Swapping only the Proton inside an image is not necessarily enough: it also needs the libraries that come with it.

On our side, servers moved to the Wine variant that same evening, before any customer's first 1.0 start.

## The Early Access world is converted, and the original is kept

On the first 1.0 start, the server picks up the world and rewrites it in a new format. Before:

```
savegame/
  3ad85aea          1,787 B
  3ad85aea-1        1,916 B
  3ad85aea-2        1,877 B
  3ad85aea-index       56 B
```

After:

```
savegame/
  world0.ksd                       598 B
  backup/world0.ksd.backup-9       598 B
  migrated/3ad85aea …              (the four original files, untouched)
```

Three things to remember if you move a world by hand:

- **The name changes.** The world is no longer `3ad85aea` (with its `-1`, `-2`, `-index` copies) but `world0.ksd`. A backup script looking for `3ad85aea*` will no longer find the current world.
- **The old world is not deleted.** The game moves it as-is into `migrated/`. That is your way back if the conversion goes wrong.
- **The game keeps its own copies** in `backup/`, next to the world. They are part of the folder you copy.

A fresh world created directly in 1.0 is larger (**42,833 bytes** on first start): the world converted here had never had a player.

On our side, the archive of the world from before the update is set aside on the first 1.0 start: it leaves the backup rotation.

## The download is lighter than before

| Reading                          | Early Access | 1.0                               |
| -------------------------------- | ------------ | --------------------------------- |
| Downloaded by SteamCMD           | ~8.8 GB      | **8,102,037,819 bytes** (~8.1 GB) |
| Installed on disk                | 8.9 GB       | **7.6 GB**                        |
| Server RAM when idle, no players | ~1.1 GB      | ~1 GB                             |

So 1.0 does not need a bigger machine to start. Our recommendation stays [16 GB](https://tickserv.com/guides/enshrouded-server-hosting): the publisher states up to 6 GB for the process with players, and we keep headroom for a full game.

## Start-up time on our 16 GB eco machine

Full start, VM included, on the same 16 GB eco machine:

| Step                      | Early Access (morning) | 1.0 (evening) |
| ------------------------- | ---------------------- | ------------- |
| Machine ready             | 130 s                  | 177 s         |
| Container started         | 82 s                   | 157 s         |
| Game downloaded and ready | 213 s                  | 306 s         |
| **Total**                 | **7 min 06**           | **10 min 42** |

On launch night SteamCMD took **232 s** for the 8.1 GB, around 35 MB/s: Steam's network was busy. That step varies most from one start to the next, not the game.

## The advertised version does not move: 0.0.15.0

A trap if you monitor your server: queried over the Steam query protocol (A2S, port 15637), the 1.0 server still answers **`0.0.15.0`**, as in Early Access. That number therefore does not tell you whether your server is on 1.0. The number that moves is in the server log, at start-up:

```
Game Version (SVN): 1024233     ← Early Access (September 2026)
Game Version (SVN): 1265863     ← 1.0 (15 October 2026)
```

That is the one we now show in your account.

## What we could not check

- **A player joining, and group passwords in game.** The 1.0 server accepts our group configuration (players and admin, each with its own password), and Keen writes that dedicated server groups “work as before”. But proving it takes a game client, and we did not do that tonight.
- **A world with real buildings.** The world converted here was empty. The new format applies to every world, but how long a well-filled world takes to convert is still to be measured.

> [Create your Enshrouded server](https://tickserv.com/games/enshrouded) · [The full guide](https://tickserv.com/guides/enshrouded-server-hosting) · [Enshrouded 1.0: what changes](https://tickserv.com/news/enshrouded-1-0)
