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Enshrouded and Proxies: Scope, Download Cost and the Account Side

In Enshrouded, co-op play can be run on a separate server, which splits the connection into two distinct problems: reaching the server, and the account itself. A proxy touches only one of these two. This page shows exactly where the line falls.

What will you find on this page?

01
UDP limitsThe conditions for SOCKS5 relaying and its counterpart in game clients.
02
Download loadUpdate size, distribution node selection and quota impact.
03
Account sideTwo-step verification and the effect of a location change on sessions.
04
Server setupWhat a proxy does and does not solve when hosting a separate server.

The most common way to play together in Enshrouded is keeping the world on a separate server: the machine stays on continuously, players join whenever they want, and the save sits in a single place. This arrangement splits the connection into two separate parts, and the proxy debate becomes clear at exactly that split.

The first part is access to the server. Game data flows over UDP; a classic HTTP proxy does not carry it, and SOCKS5 carries it only under narrow conditions. The second part is the account and content side: store, library, update downloads. This traffic runs over TCP and can be routed.

The sections below address these two parts separately; they also explain what happens on the account side when you change location, why this relates to security measures, and how to manage it smoothly.

What parts does the connection consist of?

The first thing that runs before you launch the game is the platform client: library information, ownership verification and, where applicable, the update check happen here. All of these requests go over TCP, protected with TLS. The other side sees only your exit address; your session's identity is carried separately.

The second part is server selection. You can join a world directly by address or pick one from the list. The list request runs over TCP; the response times in the list, however, are calculated from probes the client sends directly and are not affected by the system proxy setting.

The third part is the game itself. Character position, world changes and events flow continuously as short packets. The transport type of this flow is UDP; the reason it is preferred is that in games, processing the next packet gives a better result than waiting for a delayed one. That same property is what makes this traffic hard to carry over a proxy.

The fourth part is content downloading. The initial install and large updates come from the distribution network over HTTPS. This is the decisive item in terms of quota and the side most often neglected in the proxy decision.

Update size, distribution node and download speed

Content delivery networks route a request to a node near you based on the resolved address and the network topology. When you connect directly, this usually works well: a nearby node is chosen and the download approaches your line's capacity. When a proxy comes into play, the equation can break, because the choice is now made according to the proxy's location rather than yours.

A second effect is added on top. If domain name resolution happens on your network, a nearby node is returned while the connection is made from the proxy's country; the result is that data packets take an unnecessary detour. Checking where resolution happens is therefore important, and it is a common cause of unexplained drops in download speed.

The practical conclusion is clear: keeping large downloads outside the proxy is both faster and cheaper in most setups. If you keep the scope per application, update traffic goes over your normal line while your browser and account traffic keeps going through the exit. To put numbers on it, you can use the method in the bandwidth calculation article.

Warning

On an exit billed by quota, a system-wide proxy definition is a risky choice. An update running in the background can consume most of the monthly quota without you noticing.

DIAGRAMThe relative weight of traffic items
The relative weight of traffic itemsA four-gauge panel: initial install, update day, session traffic and voice chat weights.GAUGE95 pointsInitial installone-off heavy load68 pointsUpdate dayperiodic, predictable22 pointsSession trafficsmall but constant14 pointsVoice chatlatency-sensitiveWeights vary with your setup and your play habits.

The values are relative weight points, not measured data volumes; the aim is to rank the items against one another.

The conditions for carrying UDP: how far does SOCKS5 go?

The SOCKS5 protocol defines a way to carry UDP. The client establishes a control connection with the proxy over TCP, sends the UDP ASSOCIATE request, and the proxy announces a relay point of its own. From then on the client sends UDP packets to that point; the proxy forwards the packets to the destination and carries the returning responses back.

This mechanism has two separate dependencies. The first is the proxy server: many providers offer TCP service only and never enable UDP relaying. The second is the client: if there is no SOCKS5 field in the game's settings, the client does not send this request on its own. If either condition is missing, game data never reaches the proxy and goes out over your normal line. A detailed description of the method is in SOCKS5 UDP support the article.

Even if the conditions are met, expectations must be set correctly. Because the relay point sits in between, packets travel a longer path and every relayed packet carries an extra header. If the packet size exceeds the smallest MTU value along the path, fragmentation begins; in fragmented UDP traffic, losing a single fragment renders the whole packet unusable. So the method makes carriage possible; it does not improve quality.

For that reason, with titles like Enshrouded where game data flows over UDP, the sensible approach is to apply the proxy to the account and content side and leave the game flow on your normal line. To compare protocol choices in general, the what port numbers mean article will also be useful.

What does a proxy cover, and what does it not?

Seeing the scope list up front eliminates most of the misdiagnoses that come later. A proxy definition carries the TCP connections of the applications routed to it. That includes account login, library requests, store pages and download sessions.

The things that fall outside the scope are at the lower layers of the network. The game's UDP flow, the latency probes in the server list, local network discovery and your router's NAT behaviour are among them. A proxy definition does not create a NAT mapping, does not accept incoming connections, and therefore does not solve the "nobody can connect to me from outside" problem. The conceptual difference is explained in proxy versus NAT comparison .

The practical upshot of this distinction is this: if after setup your exit address has changed when you check from the browser but the game behaves the same, the setup is working and the game was already out of scope. Verifying the address on the my IP address page lets you make this check in seconds.

The way to widen the scope is not a more aggressive setting but choosing the right layer. If you want a solution that wraps all device traffic, the tool you are looking for is not a proxy; a proxy is a routing rule and covers only where it is defined.

DIAGRAMThe limits of a proxy definition
The limits of a proxy definitionA two-column comparison: the traffic types a proxy definition covers and those it does not.CONTRASTA proxy can coverAccount login and library requestsStore and community pagesUpdate and content downloadsVerifications performed through the browserFalls outside the scopeThe in-game UDP state flowLatency probes in the server listThe router's NAT behaviourIncoming connection requests

The left column shows the flows that can be routed by a proxy definition; the right column shows those that stay out of scope whatever the setting.

An exit plan for work around Enshrouded

Choosing a fixed, consistent address on the account side and a quota-friendly plan on the download side strikes the most sensible balance.

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You can also explore our Rotating Proxy and Datacenter Proxy you can explore our solutions, and to try them out our free proxy list you can use.

Hosting a separate server and accepting players

Those who want to keep the Enshrouded world permanently online run a separate server. Whether that machine is in your home or on a rented server, the basic requirement is the same: players must be able to reach that machine from outside. On a home network this means setting up port forwarding on the router; a rented machine already has a public address.

A forward proxy is of no use here. A proxy carries out the connections you initiate; it does not accept incoming connections. If your operator gives you a shared address (CGNAT), port forwarding may not work either, because the external address is not under your control. In that case the realistic option is to host the world on a machine with a public address.

When deciding on hosting, also consider the machine's capacity. As the number of players grows, the server's CPU and memory load increases; a narrow upload line also affects the experience of everyone who joins. If you host from a home network, the other devices using the same line share that load.

If you play from a closed network, check the access restrictions in advance; on school and workplace networks, the ports needed for game traffic are usually closed. How this works is explained in access restrictions on corporate networks article.

What happens on the account side when your location changes?

When you change your exit address, what the platform sees is that your account is connecting from an unusual location. That alone is not a problem, but it is an input to security checks: it is normal behaviour for additional verification to be requested when a new device or a new location is detected. Read it not as an obstacle but as a mechanism protecting your account.

Order matters. Set up two-step verification first, get your recovery methods (backup codes, an authenticator app) ready, and only then change your exit. If you do it the other way around, the moment you face a verification request there is a chance approval will be asked through a method you no longer have access to, and the job grows.

The second rule is consistency. An exit that changes frequently makes the same session look as though it is arriving from different locations at short intervals. In scenarios involving a login, a fixed exit rather than rotation is preferred; country consistency is part of the same logic. The differences between authentication methods are proxy authentication methods the article.

Caution

When you see a certificate warning, stop. A correctly set up HTTPS proxy does not interfere with your TLS session; if a warning appears, your traffic may be being decrypted and re-encrypted. Logging into an account through such a tunnel means handing your session token to the intermediary in readable form.

DIAGRAMThe order to follow before changing location
The order to follow before changing locationA four-step ladder: verification setup, recovery method, fixing the exit and a gradual transition.TIERSet up two-step verificationget the account side ready firstKeep your recovery methodkeep backup codes somewhere accessibleChoose a fixed exitnot rotation, a single consistent addressMake the transition graduallyinstead of a sudden country changeEach step assumes the previous one is complete.

If the order is broken, the verification request may come through a method you cannot access; do not skip steps.

Latency expectations and measurement discipline

Let us fix expectations up front: every hop added in between lengthens the path, so a proxy does not improve your ping. The total time splits into three components: between you and the proxy, between the proxy and the target, and the proxy server's instantaneous load. Since the third changes during the day, a single measurement is not enough to decide.

It is possible to speak of an exception, but its condition is narrow: if your default route follows a needlessly long path and the proxy sits on a backbone that connects to the target more directly, the total can shorten. This is not a rule; it cannot be assumed without measuring. The discussion of this topic is does a proxy lower game ping the article.

Measurement discipline is simple. Measure the same target both directly and through the proxy, keep the measurement going for several minutes, and repeat it at different times of day. Ping test shows the response time, while proxy checker tool shows whether the exit is actually up. Do not confuse the two: an exit that is up can be slow, and an exit that looks fast can go down at any moment.

When choosing an exit location, proximity to you counts as much as proximity to the target. An exit in a distant country adds an intercontinental round trip both outbound and inbound. Which locations are available is proxy locations on our page.

Symptom table, compliance and cases where a proxy is not needed

SymptomPossible causeStep to follow
The library will not open, the store is emptyAccount traffic cannot reach the exitVerify that the exit is up
Cannot connect to the serverThe game's UDP flow is out of scope or the port is closedCheck the network restriction and the server's reachability
Downloads are slower than expectedThe distribution node was chosen according to the proxy's locationMove the download out of scope
Additional verification is requested during loginNew location detectedKeep your verification method ready and fix the exit
407 Proxy Authentication RequiredMissing credentials or IP authorisationVerify the access details in the panel
Certificate warningThe TLS session is being established at an intermediary pointDo not continue; change the exit
The game behaves the same after setupThe game stream is already out of scopeExpected behaviour; verify from the exit address

While reading the table, keep this distinction: the account and download rows relate to the proxy setting, whereas the row about not connecting to the server usually relates to network and access configuration. Putting the two in the same box delays finding the right solution.

Let us also state when a proxy is unnecessary. If you play from your own country with your own account and face no network restriction, a proxy brings you no benefit; it only adds an extra hop and an extra cost. Meaningful scenarios are limited to things like access management, a fixed exit on a corporate network and content verification.

Finally, compliance: this page is not written to circumvent regional restrictions, use multiple accounts, or defeat in-game security mechanisms. Complying with the terms of service of the game and the platform is the user's responsibility. For other titles with a similar structure, game proxy guides .

Frequently asked questions about Enshrouded and proxies

01Can the game itself go through a proxy?

In practice, no in most setups. Game data runs over UDP; an HTTP proxy does not carry it at all, and SOCKS5 carries it only if the server supports UDP ASSOCIATE and the client can use that method. Game clients generally have no SOCKS5 field.

02Why did the update slow down with the proxy on?

The content delivery network may have selected a node close to the proxy's location rather than to you. If domain name resolution happens on your network, a nearby node is returned while the connection is made from another country, and the data takes an unnecessary detour. The solution is to take the download out of scope.

03Can I open my own server to players through a proxy?

No. A forward proxy does not accept incoming connections. For your server to be reachable, you need to set up port forwarding on the router or move the machine to an environment with a public address. On connections using a shared address, port forwarding may not work either.

04Why was additional verification requested when I changed my exit country?

A login coming from a new location is a normal input to security checks and triggers additional verification on most platforms. This is not a fault. Setting up two-step verification and your recovery methods before changing the exit makes things easier.

05Fixed exit or rotation?

In scenarios involving a login, a fixed exit is preferred. Rotation is designed for jobs that carry no session and read public data; in a flow with an account login, an address that keeps changing creates an inconsistent picture and increases how often additional verification is triggered.

06Should I continue if a certificate warning appears?

No. A correctly set up HTTPS proxy does not interfere with the TLS session; the warning may indicate that traffic is being decrypted and re-encrypted. Logging into an account over such a path puts your session credentials at risk. Change the exit instead of dismissing the warning.

07Which exit type is suitable for this kind of work?

On the account and access side, an ISP solution offering a static address is a balanced choice. For short jobs requiring location verification, a residential pool is more apt. For high-volume downloads, pools billed per unit of data get expensive fast.

08The game will not open on a network with restrictions — will a proxy fix it?

Partly. A proxy only carries the TCP traffic it routes; if the ports required for the game's UDP flow are closed, this setting alone is not enough. On corporate networks, the right step is to talk to the network administrator and act in line with the usage policy.

Related guides and tools

NEXT STEP

Get the scope right and the rest becomes easy.

ISP, residential and datacenter exits in a single panel; you can plan the account and download sides separately.

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