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Enshrouded Economy Overview - visual guide

Enshrouded Economy Overview

A currency, shop and kits on your Enshrouded server with nothing for players to install: how the pieces fit, what earns currency, and where to start.

What you get

Your Enshrouded server has an Economy entry in the sidebar. It opens the same page every GameGrid game uses, with seven tabs:

TabWhat it is for
OverviewSet the Currency name and Starting Balance, configure Auto-Earn, and link economies between servers. It also says how purchases arrive on this game
ShopScan your server's items, pick what to sell and price it
Kit ManagerBuild bundles players claim in one go
WalletsEvery player's balance. Award gives a player currency, or takes it away with a negative amount
LinksWhich Discord account belongs to which in-game player
TransactionsEvery purchase, what was delivered, and refunds
HelpA short explainer that follows whichever game you are on

Items bought here go straight into the player's inventory. Nothing is dropped on the ground for someone else to grab, and there is nothing for you or your players to install.

Why this works on a game with no console

Worth understanding, because it explains several of the rules further down.

Enshrouded's dedicated server has no RCON, no telnet, no chat commands and no command line of any kind. On most games GameGrid delivers a purchase by sending the server a give command. On Enshrouded there is nothing to send one to.

So GameGrid ships its own server module โ€” a small native component that loads inside your enshrouded_server.exe process and talks to the game directly. It is installed and kept current on every Enshrouded server automatically, on servers you already have and on every new one. You never install it, and your players never install anything on their PCs.

The module is what makes item delivery, live player positions, teleport and reading in-game chat possible. Everything in this article rests on it.

What pays, and what does not

This is the part most worth reading before you promise your players anything, because Enshrouded reports very little to its own server.

RewardOn EnshroudedWhy
Daily loginYesA player claims it with /daily in Discord. Needs nothing from the game
Discord activityYesPays per message in your linked channel, with a per-message cooldown and a daily cap you set. Needs nothing from the game
Awards you giveYes/award in Discord, Award on the Wallets tab, or the Customer API
PlaytimeNoNot paid on Enshrouded yet
KillsNoEnshrouded does not report kills to the server
DeathsNoThere is no death penalty on Enshrouded
Level milestonesNoEnshrouded does not report character levels to the server. Levels live on the player's own PC
Event participationNoScheduled events run and are announced, but nothing awards for taking part

Daily login and Discord activity are the two that carry an Enshrouded economy, and that is by design: they are not game signals at all, so they work identically on every game, including one that reports nothing. Set both up on the Overview tab or players will have no way to earn and a shop nobody can use.

For anything the game cannot report โ€” a boss kill, a build competition, finishing a quest line, being helpful โ€” use `/award`. On Enshrouded that is not a fallback, it is the main way you reward behaviour, so it is worth agreeing with your moderators how it gets used.

The Auto-Earn settings only show you the rewards that can actually pay on your game, and /economy-earn refuses the others with the reason, rather than quietly storing a number that could never pay out.

Selling back

There is no !sell and no sell box on Enshrouded.

Selling needs the server to take an item out of a player's inventory. The module creates items; it does not remove them. So players earn and spend, and nothing flows the other way.

Where to start

1. Economy โ†’ Overview โ†’ Currency Settings โ†’ Edit. Set the Currency name (1 to 32 characters, Coins by default) and the Starting balance new wallets get, then Save.

One thing to know: wallets that already exist are not topped up when you change the starting balance. It applies to wallets created after the change, so set it before you invite people. A new wallet that begins with a starting balance above 0 shows it in the Transactions tab as a first starting_balance row.

2. Set up earning on the same tab, under Auto-Earn Settings โ†’ Configure, or nobody can earn anything. Set a Daily login bonus (claimed with /daily) and Coins per Discord message. Discord messages have a Discord cooldown (seconds) so a player cannot farm them by spamming, and a Discord daily cap. There is also a Max daily earn cap across everything. Setting it to 0 means auto-earn pays nothing that day.

3. Shop โ†’ Scan Game Items. This reads the item list for your server's game build and lists what a shop can sell, under the names players see in game โ€” Stapelia Starflower, Wood Logs, Hunter's Bow.

4. Price a handful of items. Twenty beats two hundred: you will learn what your players actually want within a week and re-price anyway.

5. Build one kit, usually a starter kit. It is the fastest way to make the economy feel real.

6. Have one player link their account and test a purchase end to end before you announce anything.

General setup that is identical on every game is in Setting Up Your Server Economy.

What your players actually type

All of this is in Discord โ€” there are no in-game commands on Enshrouded.

CommandWhat it does
/linkSends them a code to type as !link CODE in the in-game chat; that links their account
/balanceTheir balance
/dailyClaims the daily login bonus
/shopBrowses the shop, with category and search filters
/buyBuys an item. Tells them their place in the delivery queue if there is a wait
/kits list, /kits show, /kits claimBrowse kits, see what is in one, and take one
/my-transactionsTheir own purchase history

Sharing one economy

Two Enshrouded servers can share one economy, so a player keeps one balance and one shop across both. It is on the Overview tab.

An Enshrouded server can also share a wallet with your servers of other games, but only the balance crosses. Each game keeps its own shop, prices and earning rules, because item ids and delivery behaviour do not carry between games โ€” a player only ever sees the shop for the game they are on.

See Sharing One Economy Across Servers.

Where to go next