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The Enshrouded Shop and Item Catalogue - visual guide

The Enshrouded Shop and Item Catalogue

Scanning your server's items, the names players recognise, the Stack column, and how to price a shop that is worth browsing.

Scan the items first

Open Economy โ†’ Shop and press โŸณ Scan Game Items. That fills the catalogue with the items your server's game build actually has, and it is the list every other part of the economy reads, the Kit Manager included.

The scan reads files only: your server does not need to be running, and players notice nothing.

You only need to scan again after a game update, which can bring new items.

Names players recognise

Enshrouded's dedicated server knows its items by a number and an internal name โ€” 310580024, Material_T5_Night_Blackflower. On its own that is what a shop row would have shown, which is no use to anybody.

GameGrid joins those to the game's own English names, so the shop reads the way the game does:

Item idWhat the game calls itCategory
310580024Stapelia StarflowerMaterials
722268629Wood LogsMaterials
3881967409Hunter's BowWeapons
1422216404Flint ArrowAmmunition
2175686957Rough Stone BlockBuild Tools

Search works on those names. The item id is shown underneath each one, and the internal name is kept behind the scenes but never put in front of a player.

A small number of items have no English name in the game's own data, mostly cut or unreleased things. Those are given a tidied label made from the internal name instead; the raw internal name is never shown.

What the shop can sell

The catalogue holds every item the game has. The shop list is the part of it worth selling, and GameGrid filters out:

  • character-creator parts
  • the skill-point token
  • developer and test items

Everything that is left is grouped by the game's own categories โ€” Build Tools, Equipment, Weapons, Materials, Consumables, Ammunition, Collectibles, Blueprints, Colour Palette, Weapon Gem, Tools, Animal Food, Instrument, Fishing Rod. Build Tools is far and away the biggest group, so filter by category before you start pricing or you will scroll for a long time.

Finding your way round the Shop tab

ControlWhat it does
Search items...Finds items by the name players see
All Items, In Shop, Enabled, Has Price, No PriceQuick filters. In Shop is what players can see
StackableOnly items that stack more than one to a slot
CategoryNarrows to one of the game's categories
๐Ÿ“ฅ Export to Excel, ๐Ÿ“ค Import from ExcelPrice a whole category in a spreadsheet and bring it back

The columns are Item, Category, Stack, Price, Enabled and In Shop. Typing a Price and ticking Enabled puts an item on sale, and In Shop then says Yes. Untick Enabled to take an item off sale without losing its price. There is no Sell price column on Enshrouded: players cannot sell items back.

The Stack column

Each row shows how many of the item fit in one slot on your server, which is not always the game's own number. You can sort by it.

What you seeWhat it means
250The game's own stack, and your stack setting does not change it
1,250 (250 ร— 5)Your Maximum stack size setting is 5x
65,000 (20,000 ร— 10, capped)The multiplied stack would pass 65,000, the most a slot holds
250 โ†’ 1,250 after restartYou saved a new stack setting and the server has not restarted yet
1The item does not stack: one per slot
โ€”No stack size is known for the item

This matters for pricing, because one purchase of a stacking item can hand over a lot, and for speed: a full stack is one request. See How Items Are Delivered on Enshrouded.

Changing the stack setting does not need a rescan. The column follows the setting.

The tip box How purchases are delivered on this game, above the table, says the same in three lines. Show and Hide remember your choice.

Pricing without regret

A few things worth knowing before you price a hundred rows:

  • Start with twenty items, not two hundred. You will learn what your players actually want in a week and re-price anyway.
  • Build Tools are the cheap end. Blocks stack to thousands, so a single purchase moves a lot of material. Price per stack, not per block.
  • Weapons and armour are one per slot. They are the natural top end of a shop.
  • Cap the quantity per purchase on anything you would not want bought a thousand at a time. This one is set through the Customer API (maxPurchaseQty on a shop row) rather than in the panel, so if you only use the panel, price is your only brake.
  • Rescanning never overwrites a name you typed. If you renamed a row, it stays; a row still showing an id or the catalogue's old name picks up the game's name on the next scan.

Managing the shop from Discord or the API

/shop-admin in Discord adds, edits, removes and lists shop rows (action add, edit, remove or list, and item-id). For add, give the item's id, the number shown under its name in the catalogue. The Customer API's economy/shop routes do the same from your own tooling.

Where your players see it

SurfaceWhat they get
Discord /shopThe shop under the game's names, with prices, category and search filters
Discord /buyBuy. The reply gives their place in the delivery queue and updates when it arrives
Customer APIGET economy/catalog with names, categories, stack sizes and prices

The internal names never leave the platform on any of those.

Where to go next