About Shroud Planner
Shroud Planner is a free, browser-based 3D building planner for Enshrouded. It's a fan-made tool, not affiliated with, endorsed by, or associated with Keen Games or the Enshrouded trademark owners — just something built for players who want to plan a base or structure block-by-block before committing the materials and time in-game.
Why use it
In-game building costs real resources and time, and undoing a big structural mistake can be a hassle. Shroud Planner lets you sketch out a build first: place real Enshrouded materials in their actual block/roof/terrain shapes, check it from every angle, and iterate freely with full undo/redo — all before touching the game.
Core features
- Real materials and shapes — cube, slab, wedge, and stairs pieces, using Enshrouded's own material names and categories.
- Mirror/symmetry modes — build one half of a structure and have the other mirrored automatically.
- Stamps — save a group of voxels as a reusable, relocatable prefab, similar to the game's own hammer-menu presets.
- Undo/redo, copy/paste, and multi-select — edit builds the way you would in any CAD-like tool.
- Save/load slots and JSON export/import — keep multiple builds, or share a build file with someone else.
- Autosave — your in-progress build is continuously backed up locally, with a restore prompt if a tab closes unexpectedly.
- Screenshot export — capture a render of your build as a PNG.
Quick controls
- Left-click — place/erase a voxel (Place/Erase tools), or pick one (Select tool).
- Right-drag (two-finger drag on touch) — orbit the camera. Scroll (pinch on touch) — zoom.
- R — rotate the current shape 90°. M — cycle mirror mode.
- Ctrl+Z / Ctrl+Shift+Z — undo/redo.
- F — frame the whole build in view.
Press ? inside the planner any time for the full shortcuts overlay.
Data and privacy
Everything you build is stored locally in your browser — nothing is uploaded to a server. See the Privacy Policy for details.
Scale
Enshrouded hasn't published an official voxel size, but community measurement puts one in-game building "story" at roughly 2 meters, so treating 1 voxel here as about 2m is a reasonable (if unofficial) estimate for real-world scale.