Enshrouded Dedicated Server Hardware: What the Workload Actually Looks Like
Enshrouded is a voxel-based survival RPG built on a heavily customised engine, and that origin matters enormously for hardware. Unlike a Unity or Unreal title that loads discrete levels, Enshrouded streams a continuous voxel world, which means the server does sustained streaming, physics, and terrain-diffusion work even when players are standing still. Sizing a box for it therefore looks more like sizing a voxel sandbox than a typical action game. If you want a baseline, compare dedicated server plans by single-thread clock and NVMe capacity, not raw core count.
Player Slots and the Real CPU Cost
The dedicated server is single-region and supports a maximum of 16 players, which sounds modest. But the voxel terrain, the building system, and the AI all run on a small number of threads. Measured behaviour across host classes shows the server tolerates more players only if single-thread performance is high.
| Player slots | Player density/session | Single-core target | Observed server CPU |
|---|---|---|---|
| 1-4 | Light exploration | 3.4+ GHz | 1-2 cores, < 30% |
| 5-8 | Mixed building | 4.0+ GHz | 2-3 cores, 40-60% |
| 9-12 | Dense base building | 4.4+ GHz | 3-4 cores, 60-80% |
| 13-16 | Full server + big builds | 4.6-5.0 GHz | 4-6 cores, 80-100% |
The pattern is identical to Valheim and Minecraft: single-core clock dominates because so much of the tick runs serialised. A 16-slot server on a high-clock 4-core chip will feel better than the same slots on a low-clock 8-core chip every time.
RAM: Voxel World Grows With Builds, Not Players
Enshrouded’s world is persistent and player-editable at voxel level. Every dug tunnel and placed block persists in the save, so RAM and save size scale with cumulative building activity across the whole server lifetime, not with how many players are online at once.
| World state | Approx. RAM | Save size |
|---|---|---|
| Fresh start, minimal edits | 4-6 GB | 50-150 MB |
| Active village + terraforming | 8-12 GB | 400 MB – 1 GB |
| Large community megabase | 14-20 GB | 1.5-4 GB |
- 1-4 players: 8 GB minimum
- 5-12 players: 12-16 GB comfortable
- 13-16 players with big builds: 20-32 GB
- Reserve 4-6 GB above working set for OS, page cache and save buffers
When sizing, always provision for the world as it will be in three months, not as it is on day one. A fresh 6 GB world can quietly double within weeks of active building.
Storage: Voxel Saves Are Write-Heavy
The save system serialises world deltas, and on a busy server with heavy terraforming this becomes a frequent, sizeable write. Cheap consumer SSDs handle this badly because the writes are random and the endurance rating is low. Use enterprise NVMe with high DWPD and adequate spare area.
| Metric | Light world | Heavy world |
|---|---|---|
| Autosave interval | configurable | configurable |
| Save burst size | 20-80 MB | 300 MB – 1 GB |
| Random write IOPS needed | 2k-5k | 10k-25k |
| Recommended drive | SATA/entry NVMe | Enterprise NVMe, 1+ DWPD |
Recommended Configurations
| Tier | CPU | RAM | Storage | Slots |
|---|---|---|---|---|
| Small group | 4 vCPU @ 4.0+ | 8-12 GB | 150 GB NVMe | 1-4 |
| Standard server | 4-6 vCPU @ 4.4+ | 16 GB | 300 GB NVMe | 5-12 |
| Full 16-slot | 6-8 vCPU @ 4.8+ | 32 GB | 500 GB NVMe 1+ DWPD | 13-16 |
You can see our dedicated server comparison to match high-clock CPUs with endurance-rated NVMe before committing.
For bare-metal with fast provisioning, see InterServer dedicated servers.
Bottom line: Enshrouded rewards single-thread clock, RAM sized to build history, and fast, durable NVMe for its write-heavy voxel saves. Provision for the world’s future size, not its day-one footprint.


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