Enshroudedon your Mac.
Enshrouded runs on Mac with Apple Silicon through Hrava, on the KosmicKrisp Vulkan driver. Enshrouded renders through Vulkan directly rather than DirectX, and Apple's own Vulkan driver lacks a feature it requires - so it refused to start on every Mac until Hrava 2.2.8 added a second driver. Needs macOS 26. Real frames from your GPU - no cloud, no streaming.
Know your setup
The details that matter.
- Mac & macOS
- Mac with Apple Silicon (M1 and newer), macOS 26 for this title
- Graphics engine
- KosmicKrisp - the Vulkan driver Hrava ships beside MoltenVK. It is the only one on macOS providing drawIndirectCount and tessellation, both of which this game requires. Hrava turns it on for this title by itself.
- Additional setup
- Bundled
- How it runs
- Native - the game's own Vulkan is served by Apple Metal (no cloud, no Windows)
- Anti-cheat
- No kernel-level anti-cheat
- Performance
- No FPS benchmark published here. Results depend on your Mac, settings and game version.
Before you press Play
A profile, not a promise.
Requires macOS 26 and KosmicKrisp. On 16 GB Macs, use Performance Max and let shader compilation reach 100% before entering the world.
Game updates, launchers and anti-cheat can change compatibility. A catalog listing is not a guarantee that every mode works on every configuration.
Short answer: yes, on an Apple Silicon Mac. Keen Games has not shipped a macOS build and has not announced one, so the Steam page is Windows-only in 2026.
Hrava runs the Windows build. There is no DirectX in this one: Enshrouded loads Vulkan itself, and Hrava serves it through the KosmicKrisp driver on Apple Metal. The game draws on your own GPU - no video stream, no Windows licence, no partitioned disk.
This is why it took so long. Enshrouded needs a Vulkan feature called drawIndirectCount, which Apple's MoltenVK has never implemented, so the game rejected the graphics card outright on every Mac translation layer from the week it entered Early Access. Hrava 2.2.8 ships a second driver that has it, along with the tessellation its render pipelines need. You do not have to configure anything: Hrava recognises the title and switches drivers on its own.
Cloud gaming needs no compatibility layer, but you are renting forever and playing a compressed video feed. A local layer costs once and keeps working offline. See the full comparison.
| Method | Runs on your GPU | Needs Windows | Cost |
|---|---|---|---|
| Hrava | Yes - DirectX to Metal | No | $39 once |
| CrossOver | Yes | No | $54 every year |
| Cloud gaming (GeForce NOW, Boosteroid) | No - video stream, needs fast internet | No | ~$90-200 a year, forever |
| Parallels / virtual machine | Partly - weak 3D, no DX12 | Yes, plus a licence | $99.99 a year + Windows |
| Boot Camp | - | - | Not available on Apple Silicon at all |
From library to launch
Your next three steps.
- 01
Check your game.
Review the requirements and limitations above. If something is unclear, contact support before purchasing.
- 02
Bring your library.
Install the latest Hrava app. Sign in to Steam and install a game you own.
- 03
Use the game’s profile.
Apply the recommended profile and complete any additional setup. Start with conservative graphics settings for your Mac.
Game titles and artwork belong to their respective owners. This page describes a Hrava compatibility profile, not an official port or a game purchase.