Check out the latest news, announcements, and updates on Depths of Erendorn. Stay in the loop with what's going on, what's still to come, and everything to get excited about in the game!
Over the past week, the teams at Depths of Erendorn have made impactful updates across multiple areas, enhancing both gameplay and immersion. The 3D Modelling team developed a new lower-level armour set for the Minotaur.
In the last week, the Depths of Erendorn development team made substantial strides across various areas, each contributing to the game’s growing depth and immersive qualities. The 3D Modelling team focused on the intricate sculpting of armour for the heavily armoured Minotaur.
The development of Depths of Erendorn continued at a strong pace last week, with significant progress made across all teams. From refining the animation and movement systems to enhancing social interactions and resolving critical server issues!
Throughout the last week, the team has been working on a lot of behind-the-scenes aspects that make Depths of Erendorn tick! Key updates were delivered by the Client team, with a strong focus on refining social interactions, making it easier for players to engage with friends.
Over the past month, the dedicated teams at Depths of Erendorn have made remarkable advancements across multiple disciplines, each contributing to the overall evolution of the game. The 3D modelling team enhanced character customisation with new hairstyles.
This week, the team working on Depths of Erendorn continued to make significant progress across various departments, all contributing to the evolving world of our online RPG. From refining character models and enhancing environmental set dressing.
This week, the teams at Depths of Erendorn made significant strides in several key areas of development, with notable progress across modelling, client, server, animation, and visual effects. From the finalisation of the Minotaur sculpt, ready to roam the game world.
This past week, the team continued their work on crucial aspects of Depths of Erendorn, continuing to bring new levels of detail, functionality, and immersion to the game. From refining character models and implementing new visual effects to optimising in-game systems and addressing balance changes.
This week, the development team at Depths of Erendorn made substantial progress across multiple facets of the game, focusing on optimisation, system enhancements, and the creation of new content. The 3D modelling team expanded character customisation options by completing a new ponytail hairstyle.
Throughout August, the development teams at Depths of Erendorn made substantial progress across multiple facets of the game. The 3D modelling team advanced character customisation with new hair shaders and dynamic hairstyles, while the Set Piece Design team enriched environments.
This past week at Depths of Erendorn has been marked by substantial progress across multiple areas of development, with each team contributing significantly to enhancing the overall player experience. The 3D modelling team has made strides in character customisation.
This week, the team at Depths of Erendorn has been hard at work, driving forward the development of the game across multiple fronts. From refining core gameplay elements to enhancing the visual and auditory experience, each department has made significant strides.
This past week, the development team at Depths of Erendorn made significant strides across multiple areas of the game. The 3D modelling team focused on creating a new hairstyle that adds dynamic, long strands of hair, which can be adapted into various styles like braids and ponytails.
This week, the development of Depths of Erendorn saw substantial advancements across all departments as the team continued to refine and enhance the game’s systems, visuals, and overall player experience. The 3D modelling team introduced a vibrant new palette of hair shaders.
This week at Depths of Erendorn, the development team made substantial strides across multiple aspects of the game, ensuring continued progress toward delivering a rich and immersive RPG experience. The client team concentrated on refining gameplay mechanics and resolving bugs.
In July, the Depths of Erendorn development team made substantial advancements across various aspects of the game, reflecting a concerted effort to enhance both visual and gameplay elements. The 3D modelling team focused on creating and refining new character hairstyles.
This week at Depths of Erendorn has been marked by significant strides across all development teams, contributing to the continuous enhancement of our new online RPG. The Set Piece Design team focused on enriching the game’s environmental details.
This week, the team at Depths of Erendorn made continued progress across multiple areas of development, enhancing both gameplay and visual elements. The set piece design team added a variety of assets, such as the fast travel stone, additional chandeliers, all while finalising a set of tankards.
The last week has been a period of intense development and significant progress for the Depths of Erendorn team. Each department has made notable strides in their respective areas, contributing to the overall enhancement of the game.
Throughout the last week, the team has continued to push towards the next milestone for Depths of Erendorn, forwarding the development in a variety of aspects. The 3D modelling team made substantial progress in creating a new hairstyle, refining both the top and side/back.
Throughout June, the team at Depths of Erendorn achieved remarkable progress across various departments, collectively enhancing the game's visual, auditory, and immersive qualities. The 3D modelling team completed texturing for all bird variants and progressed on the first short hairstyle.
This week, the Depths of Erendorn development team made significant progress across various areas of the game. The 3D modelling team worked on transferring hairstyles between different character races and genders, while also planning and beginning the creation of new hairstyles.
This week in Depths of Erendorn, significant progress was made across all teams. The 3D modelling team completed and optimised the top hair and side hair, preparing them for engine integration. The set piece design team improved the bridge model, finished lamps and torches.
This week in Depths of Erendorn's development, our teams made significant strides across various aspects of the game. The 3D modelling team resumed work on the first short hairstyle, refining textures and testing a lower-poly approach. The set piece design team completed the magical books set.
Last week at Depths of Erendorn saw significant progress across teams: the 3D modelling team textured and readied bird variants for engine integration; set piece design finalised quest boards and started on magical books; programming remapped landscapes, added XP preservation, and addressed bugs.
In May, Depths of Erendorn witnessed substantial progress across all development teams, showcasing their unwavering commitment to enhancing gameplay dynamics and delivering an immersive gaming experience. The 3D modelling team achieved significant milestones in refining bird models.
Over the past week, the Depths of Erendorn team has made significant progress across various areas. The 3D modelling team completed a new bird of prey variant resembling a Golden Eagle with detailed, deep brown colours.
Over the past week, the teams at Depths of Erendorn have made notable progress in various areas of the game. The 3D modelling team textured the eagle model and started on other variants. The set piece design team completed thrones for leadership buildings and began preparing something new!
Over the past week, the development teams at Depths of Erendorn have made significant strides across multiple facets of the game. The 3D modelling team has been refining the base bird model and completing high-poly throne models, moving into the process of transforming them into game-ready assets.
Throughout the past week, Depths of Erendorn's development teams have made significant strides. The 3D modelling team refined the base avian model and crafted intricate wing feathers, while the set piece design team completed assets like a long table and rustic props.
Over the past week, the Depths of Erendorn development teams have made significant strides in enhancing various aspects of the game. The 3D modelling team refined the bird character's wings for improved visual fidelity, while the set piece design team crafted high-poly models.
Throughout April, the teams at Depths of Erendorn have made significant progress across various aspects of the game. The 3D modelling team refined character assets, from retopologising the Revenant to completing texturing.
This week, our teams have been hard at work across various fronts in Depths of Erendorn's development. The 3D modelling team researched hair shaders and made revisions to bird models. Set piece design completed the rounded Viking shield set.
Welcome to the latest update from Depths of Erendorn! This week, significant progress has been made across various teams. The 3D modelling team completed texturing the Revenant, while the set piece design team advanced the high-poly shield kit.
This week at Depths of Erendorn, our teams have been hard at work across various departments, achieving significant milestones and pushing forward with key projects. The 3D modelling team completed retopology on the revenant enemy, moving on to unwrapping and texturing to enhance its visual appeal.
Over the past week, the team at Depths of Erendorn has made strides in various aspects of development. The 3D modelling team initiated the retopology process for the Revenant character, ensuring efficiency while retaining intricate details.
Throughout the past month, the teams at Depths of Erendorn have made significant progress across various aspects of development. The 3D Modelling team successfully refined character models, focusing on the Centaur and Revenant enemies, while the Set Piece Design team enhanced in-game environments.
Over the past week, the Depths of Erendorn development teams have been hard at work across various fronts, bringing the game's world to life with new enhancements and refinements. The 3D modelling team has completed their work on the Revenant model.
Last week in Depths of Erendorn was filled with creative energy and focused development across various teams. The 3D Modelling team refined the sculpt for the menacing Revenant enemy, adding intricate details such as horns, chains, and protective gear to enhance its formidable presence.
Last week, Depths of Erendorn saw significant progress across teams. The 3D Modelling team revised the Revenant character, while Set Piece Design focused on crafting high-poly items for the forge. The Client-side team worked on acquiring more logs for new abilities and addressed bug fixes.
In the latest week at Depths of Erendorn, teams achieved key milestones. The 3D Modelling team refitted past equipment for the Centaur, creating four distinct classes. The Client-Side Programming team optimised combat elements in the new Navigation System.
In February, the Depths of Erendorn development teams showcased significant strides across various facets of the game. The 3D Modelling team brought the Centaur to life, precisely crafting textures, completing variations, and adding distinctive details like eyebrows and eyelashes.
In the latest efforts from the team working on Depths of Erendorn. The 3D modelling team added detailed eyebrows and eyelashes to the Centaur, refining authenticity. The "Veloxian explorer series" equipment was seamlessly refitted onto the new base mesh.
In the latest strides of Depths of Erendorn's development, diverse advancements have been made across teams. The 3D Modelling team achieved a milestone by creating unique tail styles for Centaurs. Simultaneously, the client team streamlined combat within the new 3D coordinate system.
In a week marked by decent progress, Depths of Erendorn's 3D Modelling team completed the texturing for both variations of the Centaur base—Veloxian and Icegrip. Simultaneously, the Client Team focused on finalising the Dry Logs system.
In the initial week of February, the collaborative efforts at Depths of Erendorn brought notable advancements. The 3D Modelling team focused on texturing the Centaur, using earth tones to capture its wild, grassland essence.
In January, Depths of Erendorn witnessed a surge of progress across its development teams. The 3D Modelling team meticulously refined the Centaur model, showcasing expertise in retopology, sculpting, and texture optimisation.
In the latest development week, Depths of Erendorn's teams achieved significant progress across various areas. The 3D Modelling team refined the centaur's model, optimising its mesh and initiating the texture baking process.
In the past week at Depths of Erendorn, the Set Piece Design team explored cloth physics for banners, completed wall-mounted torch props, and created diverse bed variations. The Client-Side Programming Team refined the Dry Log system, introducing improvements to the Dry Test Environment.
In the past week, Depths of Erendorn's multidisciplinary teams demonstrated remarkable progress. The 3D Modelling team refined the Centaur model, perfecting proportions, transitional areas, and facial features for enhanced authenticity.
As we kick off the new year, the Depths of Erendorn teams are revving up their development engines after a well-deserved holiday break. The 3D Modelling team refined the Centaur model with a meticulous retopology process and detailed sculpting in ZBrush, enhancing authenticity down to the ears.
In December, the Depths of Erendorn development teams showcased remarkable resilience, creativity, and technical prowess. The 3D modelling team tackled challenges in crafting seamless hairstyles, navigating through a three-part construction approach and shell hair.
Where the rainwashed plains sprawl beneath portending mountains do fierce Wolvajins go ravening to and fro. But these wilds are perilous - and though their leader reigns with ruthlessness, the Wolvajins must go to extreme lengths to secure their place atop the food chain.
The sound rose cleanly in the twilight air, a harbinger of battle that the plains knew too well. Fauna scattered at its foreboding call; villagers locked their doors and closed the settlement gates. Very few things are as disquieting as the sound of a rising Warhorn.
When dark magic binds together the earthen stone, and sacrificial souls bring to life a towering giant, Erendorn remembers a fearful time when blood soaked the woodlands and screams tore the air. But Stone Golems are no longer reflections of this evil history.
Any creature of Erendorn would recognise the main settlement of the Twilight Elves because of the large castle that watches ominously over the passing landscape. This castle is a gothic piece of architecture that has something menacingly medieval about its design.
They came under the prodigious shadow of Mount Vaznar when the lands were still and quiet; a band of a few hundred Human exiles, each carrying morsels of their past lives that had cast them away.
The Secret World of Earthen DwarvesOne of the most secretive races in all of Erendorn is hidden by something very ordinary: a large, unremarkable stone. Although this stone blends in with the surrounding land, it actually disguises the entrance to an ancient civilisation.
In the western reaches of Erendorn, there is a race that swoops through the azure skies and dives between the rocky mountains. In this graceful flurry, their tremendous wings slice through the air and their feathers become gilded in flecks of sunlight.
Deep within the malodorous marshes of Erendorn’s swamps, a dwindling race hangs onto survival by a thread. While they have unparalleled archery skills and eyes that cut through the dark, misty wasteland, these attributes are not enough to compete with the forces of the swamps.
Bonelair Gargoyles are a grotesque and savage species who gorge on any living creature they can find. Renowned for their insatiable appetites, monstrous appearance and cannibalistic tendencies, the Bonelair Gargoyles are one of the most nightmarish races in all of Erendorn.
Somewhere in the Great Desert lives a shapeshifting race whose bodies are bound to the sand. They need no water, they want of no food, and the force they are capable of wielding pales to no race. Though their eyeless faces see all, very few have ever crossed paths with a Zullra.
Zentragals are Masters of IllusionStretching across Erendorn is a dark, dense forest. The bodies of trees are black and charred here and their branches entwine like emaciated fingers. A smell of rot lingers thickly in its humid air and hordes of the Undead roam in their thousands.
Erendorn is teeming with many fearsome beasts of indescribable proportions - but some of the most cunning, most tormenting creatures in these lands do not come in such obvious packages. The Sprites of Erendorn are petite creatures, no more intimidating than the flora and no bigger than a dwarf.
When the air is as still as necropoli, and the fauna disappear from sight, a despairingly familiar shadow may be seen encroaching on the horizon. Soon, distressing cries will leak from villages and half-ravaged carcasses will litter the ground as the Mantisar Swarm wreaks its havoc.
During the damp nights that linger inside Erendorn’s jungle, the bays of hungry scavengers flood the air. At this time, long shadows prowl between the silhouette trees and sinister snarls leak from the bushes. At this time, the Drovals hunt.
The Most Endearing Creatures of ErendornFor most creatures in Erendorn, what you see is what you get. There is no sugarcoating the Sinister Vampires, and the Bonelair Gargoyles are not just misunderstood.
Hidden in the peripherals of Erendorn’s landscapes, eight Draconian races thrive. Catching a glimpse of this species can be somewhat rare, but if you do you had better be warned. Equipped with unparalleled physical prowess and a set of unique, deadly abilities...
Icegrip Centaurs are Hungry for Torture...The Ice Plains of Erendorn are perilous. Razor-edged shards of ice jut out of the frozen ground. Jagged mountains break the horizon, capped in white and rumbling like distant claps of thunder. It is bone-chillingly silent, except for the guttural screams...
Their leader is consumed by an obsessive vengeance. Their enemies are growing more powerful by the day. In these desperate times, even the menacing tunnels of Erendorn’s dungeons seem like a refuge to the Rhinogar, a battle-hardened desert species whose scars speak of a vicious history.
In a place where thunderstorms rip apart the sky, Storm Elves reside under the careful leadership of Gonwar. Their skin marked by the same lightning that they hone into powerful magic, Storm Elves are a truly adaptive race.
In Erendorn, there is a venom so potent that Twilight Elf Assassins have dedicated many years to procuring it. But this venom is held in the mouths of the Sloo-Tans, a race of humanoid snakes who are not only highly skilled in combat.
The Life of Frost DwarvesIn the arctic region of Erendorn, a large stone castle sits on a mountainside. Unrefined slabs of granite have been assembled to create the sturdy walls of this castle, which sits like a heavyset giant and watches over the scattering of wooden huts...
Erendorn's Greatest SpellcastersHigh up on a rock that is infused with great magic and sits on a mountainside, a city of white ascending spires climbs high into the clouds. The edges of this city are so steep that, if you were to look down, the slopes of the mountain would be lost from view.
The Watertargs are an ancient race that has recorded many pieces of Erendorn's history in sacred scrolls. Led by the sagacious Lazarix, this amphibious species once belonged to The Deep - but the waters below are stirring and something is driving them onto land.
Forest Druids are powerful spellcasters who become stronger and wiser with age. Situated in the High Forest of Erendorn, they live in small huts fashioned from unearthed stone and vines. Their great leader is over 900-years-old and he alone possesses a unique and powerful ability.
With hold over some of the largest settlements, and with the revered Knight’s Order under their charge, it may seem that the Humans of Erendorn are one of the most united races in the land. But Human pride is a powerful thing and there are many divisions within this population.
Throughout Erendorn, Ogres roam the lands haphazardly as they search for villages to raid and races to pillage. Operating in clans, they are scattered across the scapes of Erendorn, from the viridescent foothills to the sun-scorched deserts.
Long ago, before language breathed and sentience sung, a new species sprung forth from the fertile earth of the High Forest. After centuries of bathing in the Forest’s enchanting ebbs, the species born from this soil was like none ever seen before nor ever seen since.
Amid the ravening wilds of Erendorn’s Dead Forest, corrupted wizards connive their wicked plots. Evil and depraved, the Vemm are maniacal and deceptively intelligent creatures of the Undead.
In the past week, the Depths of Erendorn development teams made significant progress across diverse domains. The 3D Modelling team faced challenges in hairstyling, choosing to temporarily set aside a project due to a creative impasse.
In the recent week, the 3D modelling team faced the intricate challenge of creating a hairstyle with seamless transitions, attempting a three-part construction approach. Simultaneously, the set design team concluded the fire pit's texturing phase, delving into research for upcoming props.
Throughout the past month, the Depths of Erendorn development teams have exhibited remarkable progress across various domains. The 3D Modelling team has been dedicated to expanding character customisation options, showcasing proficiency in creating diverse hairstyles.
This week in the development of Depths of Erendorn! The 3D modelling team is focused on refining a specific style, particularly short hair details, showcasing iterative improvements and a significant stride toward a polished outcome.
Throughout the last week, the 3D Modelling team explored efficient methods for creating very short hair on the sides, emphasising the appeal of the hair planes approach. The focus now turns to refining top hair transitions. The prop team crafted a versatile Viking shield prop.
Throughout the week, the 3D Modelling team at Depths of Erendorn experimented with efficient hairstyling, opting for texture on the scalp for small hairs. They actively addressed issues with the hairline, adjusting the scalp mesh.
This week at Project Gamechanger, the 3D Modelling team demonstrated their proficiency by initiating the creation of a short hairstyle using a new tool. The showcased examples underscore the team's ability to construct diverse hairstyles, featuring short sides and slightly longer strands on top.
In October, Depths of Erendorn witnessed a convergence of creativity and technical prowess across its development teams. The 3D Modelling team meticulously crafted an agile armour set, exploring vibrant colour variations to cater to the preferences of Erendorn's agility-based characters.
Throughout this week, the Depths of Erendorn development teams have been deeply engaged in a myriad of tasks to refine and enhance various aspects of the game. The 3D Modelling team finalised the texturing for an exceptional agility-focused armour set.
Throughout the past week, Depths of Erendorn witnessed dedicated efforts from its various development teams. The 3D Modelling team made significant progress in the final stages of texturing an agile character's distinctive armour set, with only minor adjustments left.
This week in the development of Depths of Erendorn, various teams showcased their ongoing dedication to enhancing the game across multiple aspects. The 3D Modelling team embarked on texturing a visually captivating armour set, employing a striking combination of gold and blue.
In the month of September, Depths of Erendorn witnessed remarkable progress and dedication across its development teams. The 3D modelling team meticulously crafted the agility-based armour set, focusing on intricate details and realism, reaching milestones in sculpting.
In the past week, the development teams at Depths of Erendorn have made significant strides in various aspects of the game's creation. The 3D modelling team focused on refining the agility set of armour, completing essential stages such as retopology.
Over the past week, Depths of Erendorn's development teams have been hard at work on various aspects. The 3D modelling team focused on refining the Agility-based armour set, concluding the sculpting phase and moving on to the crucial retopology stage, ensuring optimal mesh topology.
In the past week, the teams at Depths of Erendorn have shown remarkable progress in various aspects of game development. The 3D modelling team is in the final stages of sculpting the agility set of armour, preparing for refinement, retopology, and texturing.
In the past week, the Depths of Erendorn development teams have made substantial progress in various aspects of the game's development. The 3D modelling team has been meticulously refining character design, focusing on sculpting and detailing various elements such as adding intricate trim.
In the past week, the Depths of Erendorn teams have achieved significant milestones. The 3D modelling team meticulously refined character pieces, including a nearly finished lower body sculpt, laced-up boots for agility, and baggy trousers for mobility.
Throughout the month of August, the Depths of Erendorn development teams have demonstrated unwavering dedication across various domains. The 3D modelling team meticulously refined spellcasters' protective gear, from retopology to texturing, cultivating an opulent yet grounded aesthetic.
Throughout the week, the Depths of Erendorn development teams demonstrated remarkable progress in their respective areas. The 3D modelling team showcased their dedication by meticulously enhancing the agile armour set, adding flowing material for improved movement.
Throughout the past week's endeavours, the Depths of Erendorn development teams have been making progress across various aspects of the game. The 3D modelling team continued working on crafting an Assassin armour set, transitioning from the initial block-out phase to refining individual elements.
The past week has witnessed good progress across various facets of Depths of Erendorn's development. The 3D modelling team's mastery shone through as they expertly textured an armour set, seamlessly merging deep leather tones with opulent golds and striking reds.
The past week has witnessed good progress across various aspects of Depths of Erendorn. The 3D modelling team achieved key milestones by completing the unwrapping and baking process, paving the way for detailed texturing of assets.
Throughout the week at Project Gamechanger, the teams have been hard at work on various aspects of our game's development. The 3D modelling team has made significant progress on refining the spellcaster's protective gear, completing the retopology process and moving on to unwrapping for texturing.
Throughout the month of July, the development teams at Depths of Erendorn have been relentlessly dedicated to enhancing various aspects of the game. The 3D modelling team meticulously sculpted and refined the spellcaster armour set, pushing the boundaries of creativity to achieve intricate details!
In this week's development log for Depths of Erendorn, our talented teams have been hard at work! The set piece design team has been optimising stalactites, fine-tuning their material in Substance Designer to strike the perfect balance between performance and visual appeal.
In this week's development log for Depths of Erendorn, significant progress has been made across various teams. The 3D modelling team has focused on refining the spellcaster armour through meticulous sculpting, while the set piece design team has been dedicated to enhancing caves and dungeons.
In this week's development log, we showcase the impressive progress made by our dedicated teams. The 3D modelling team has brought the spellcaster armour to life through meticulous sculpting, adding intricate details to every aspect of the design.
Last week was a time of great progress and innovation across various development teams. The 3D modelling team dedicated their efforts to perfecting the intricate details of the Spellcaster armour set, employing advanced sculpting techniques to ensure its awe-inspiring visual appeal.
Welcome to the Depths of Erendorn monthly development log! In June, our team made significant progress across various areas of development. The 3D modelling team enhanced spellcasters' gear with meticulous detailing, while the set piece design team improved caves!
Welcome to the weekly development log for Depths of Erendorn! Our dedicated teams have been hard at work, bringing you a more immersive gaming experience. The 3D modelling team has refined the spellcasters' armour set, adding extra plates and intricate details for opulence.
Our development teams have made some exciting progress in refining Depths of Erendorn throughout the week. The 3D modelling team meticulously detailed the spellcaster armour set, adding a new jewel, enhancing boots, and improving shoulder plates.
In this week's development log, the 3D modeling team focused on sculpting, refining protective gear for spellcasters with new shin guards and an additional cape. The set piece design team improved the caves with an extra layer and carefully placed stalactites.
Welcome to this week's Development Log for Depths of Erendorn! Our 3D modelling team has been meticulously sculpting and refining our latest character, incorporating valuable feedback to achieve the desired look.
Welcome to the monthly development log for Depths of Erendorn! In the month of May, our talented teams have made significant progress in various aspects of the game's development. The 3D modelling team has excelled in completing the retopology and texturing of a new armour set.
Welcome to this week's development log, where we'll highlight the progress made by our talented teams in various areas of game development. The 3D modelling team has been busy working on a captivating spellcaster-themed armour set.
Welcome to the weekly development log, where we highlight the progress made by our talented teams. This week has seen exciting advancements across various aspects of the game. The 3D modelling team has successfully completed the texturing phase for the armour set.
In this week's development log, we showcase the progress made by our teams. The 3D modelling team has completed unwrapping and texture baking for the new armour set, focusing on intricate details.
In this week's development log, the 3D modelling team completed retopology for a new set of armour and focused on UV packing. The client-side team implemented UX features, while the server team handled disconnected players, addressed adventure bugs, and revamped Nav data.
The month of April was productive for the Depths of Erendorn development team, with progress made in various areas of the game. The 3D modelling team focused on sculpting and refining a new set of armour, while the Set Piece Design team improved assets in the game for a more immersive experience.
Welcome to our weekly development log! Our teams have been hard at work improving various aspects of the game, from mastering audio effects to constructing modular ruins kits in Unreal Engine 5.
Welcome to this week's development log for Depths of Erendorn! The 3D modelling team have made significant progress in the retopology process for armour, creating a more efficient model for game engine integration while maintaining visual fidelity.
Welcome to the latest development log for Depths of Erendorn! This week, our talented team has been hard at work bringing exciting updates to various aspects of the game. Our skilled 3D modelling team has been making great progress on finalising character models, including the addition of capes!
Welcome to this week's development log for Depths of Erendorn! The team has been busy fixing bugs and implementing new features after a big team playtest. The turn timer has been updated to be accurate to server time, with warnings given 30 seconds before a player turn ends.
Welcome to the weekly development log for Depths of Erendorn! This week, the 3D modelling team made significant progress in sculpting the new set of armour and doing some refinement, while the server team focused on implementing an Effect Block Error system.
Throughout March, the development team working on Depths of Erendorn made significant progress on several aspects of the game. They finalised the retopology process, UV mapping, and texturing for the Human Knight armour.
This week saw significant progress across various development teams as they worked towards enhancing different aspects of our game. The 3D modelling team dedicated their efforts to crafting a new set of armour, while the set piece design team focused on refining some textures.
This weekly development log for Depths of Erendorn highlights the progress made by various departments over the past week. The 3D modelling team has finalized the Human Knight's armour textures, while the set piece design team has made tweaks to props and materials in the initial settlement.
It has been a busy week for our developers! The 3D modelling team has started adding some texture to the Human Knight armour! During this time, the wizards of coding have been focusing on bug fixing within the user interface and movement in the open world.
It has been a busy week for the team! The 3D modelling team has been finalising the UV maps for the Human Knight's armour. During this time, the set piece design team continued their work on the materials within the initial area of Erendorn.
It has been a busy week for the team. The 3D modelling team have completed the retopology process and added a cape to the new Human Knight armour. Additionally, some texture updates came to the initial area along with some atmospheric audio for the Graveyard event.
The second month of the year has been a productive one for the team. The new Human Knight's armour sculpt has been finalised and the retopology process is well underway.
It has been a productive week for the team! The Human Knight armour is near completion with the retopology process whilst the wizards of coding tackle bugs with open-world lobbies and some world combat-breaking issues.
It has been a productive week for developers working on Depths of Erendorn. The 3D modelling team has started the retopology of the Human Knight armour as the sculpting has been finalised. The sound team has been implementing some audio for enemy idle cycles and as players draw their weapons.
As the start of the month burns past, the team are surging towards the latest build of Depths of Erendorn! Starting with the 3D modelling team who are finalising the sculpting for the Human Knight's armour we saw over the last few weeks.
The team have kicked off the new year with a productive month with many new features and improvements coming to Depths of Erendorn. The 3D modelling team work on hairstyles and the new Human Knight armour while the set piece design team added new assets to the Graveyard event.
As the end of January draws to a close, the team are back to full-strength development! The 3D modelling team has continued the production of the newest Human Knight protective gear. During this time, the wizards of coding have been fixing some bugs and implementing a new movement system.
It has been a productive week for developers working on Depths of Erendorn. The 3D modelling team have returned to working on the newest armour for the Human Knight. During this time, the Set Piece Design team has been working on assets for the Graveyard event.
As the first month of the year gets into full swing, the team are getting settled into the busy year ahead. The 3D modelling team take another look at hairstyles to streamline the process with new techniques. Meanwhile, the set piece design team has implemented some lighting for the vendors.
As 2022 came to a close and the New Year begins, the team had a slower week regarding development. With 2023 expected to bring some big things to Depths of Erendorn, the team have started to lay the groundwork for a busy year!
Long before the lands were demarcated by settlement boundaries - before even the most ancient of texts came into being - Erendorn was the kingdom of Dragons. These creatures were the very essence of the world, so inextricably bound to it that nature’s tides were reflected in the elemental powers.
It has been an interesting month for development on the Depths of Erendorn. The 3D modelling team has continued their work on the new armour for the Human Knight. During this time the Environment team has been implementing a new corrupted ground event into the engine.
It has been a productive week for development on Depths of Erendorn. The 3D modelling team worked on smoothing out the new armour and adding some intricate details. Meanwhile, the wizards of coding have been fixing a variety of bugs and the animation team has worked on some combat animations.
It has been a busy week for development on Depths of Erendorn! The 3D modelling team have been adding some flair to the latest armour for the Human Knight. During this time, the wizards of coding have been working on the character creation screen and adding new functionality to the dialogue system.
It has been a productive week for developers! More progress has been made on the new armour for the Human Knight. During this time, the wizards of coding have been adding audio triggers to the world and creating new code for adventures.
It has been an incredibly busy month for our developers. The 3D modelling team has been optimising hairstyles and blocking out some new armour. During this time, the set piece design team focused on in-game event assets.
It has been an exciting week for development. A new set of armour takes shape from the 3D modelling team. During this time, the wizards of coding have been working on some long overdue bug fixes to movement and vendors, whilst the sound team have been working in the engine optimising sound zones.
It has been a busy and technical week for the team! The team working on hairstyles have been working on optimisation. Meanwhile, the wizards of coding have been improving the movement system and doing some major bug fixes with all newly added features.
It has been a busy week for the team! The set piece team has been implementing assets for world events and creating new visual effects to make them eye-catching! During this time, the wizards of coding have worked on bug fixing and making improvements to the gameplay UI.
It's been an exciting start to November for the team! The first hairstyle has been finalised ready for the characters of Erendorn. During this time, the wizards of coding have finished integrating world dungeon lobbies and debugging the new world events.
It has been an interesting month of development for the team. The 3D modelling team have been getting to grips with some new hair tools as they create the initial hairstyles of Erendorn.
It has been an exciting week for the team. After some experimentation, the 3D modelling team has started to finalise the first hairstyle of Erendorn. Additionally, the set design team have continued creating props to decorate the cities of Erendorn.
It has been an exciting week for our developers! Experimentation continues on the hairstyles for the character classes of Erendorn by the 3D modelling team whilst the set design team work on more props for the city.
It has been an experimentation-filled week for developers working on Depths of Erendorn! The 3D modelling team started to work on hairstyles, while the set piece design team worked on a new centrepiece for city dwellings.
It's been a busy week for the team, as the 3D modellers lay the foundations for hairstyles! During this time, the set piece design team continued working on city props. The wizards of coding have been working on implementing world combat and ironing out kinks related to it.
As September draws to a close, there are lots to talk about from the developers working on Depths of Erendorn. The 3D modelling team finalised the Druid and the Zentragal armour textures. Also, the set piece design team worked on some VFX and continued making props. Meanwhile, the wizards of coding
An exciting week for our developers as the set piece design team work on smaller props for the cities of Erendorn. Meanwhile, the wizards of coding have been working on the first open-world zone. Additionally, the sound team have worked on audio for an in-game event.
It has been a busy and technical-orientated week for our developers! The Set Design team has worked on some assets for kitchens in the cities of Erendorn. Meanwhile, the wizards of coding have been continuing their work on smoothing the open-world transition and fixing bugs within combat.
An exciting week as the 3D modelling team finalises the tier 3 armour for the Zentragal. Additionally, the wizards of coding have been working on streamlining the transition from dungeon to open-world and implementing the initial system for world events.
The Zentragal armour gets a new coat of paint, while additional props are created for the city set. The wizards of coding have been working on implementing world combat and polishing up some vendors.
It has been an exciting week for the team. The Druid's tier one armour nears completion while the animators work on applying the spellcaster's movement cycles to the updated rig. Meanwhile, the wizards of coding work on adding new enemies and interactable objects forging the way for vendors.
It has been a month packed full of stunning visuals! The 3D modelling team have started and finalised the design and textures for the Druid's tier one armour. While the Set Design team have worked on new city props and updated the corrupted brazier.
A splash of colour has been given to the Druid tier one armour, while the corrupted brazier gets some fancy new visual effects. Additionally, the programming team have been working on refining the dialogue system and gameplay loop.
A stimulating week for developers as the Set Piece design team worked on new city props. Additionally, the programming team have worked on further improving the dialogue system and optimising open-world adventures. Meanwhile, the Environment team have been working on some impressive rock formations.
A busy week of development as the 3D modelling team continued the work on the Druid armour, while the Set Piece team worked on more city props. Meanwhile, The programming team has been working behind the scenes to bring optimisation to the initial settlement.
It has been an exciting week for the team! The 3D modelling team have started sculpting the Druid enemy, while the coding teams have been working on world combat and stabilising Open World to Dungeon travel.
July was an incredibly busy month for developers. The Zentragal gets a few levels of protective armour while the city gets a brand-new portcullis. Meanwhile, the wizards of coding have been focusing on combat in the open world of Erendorn.
It has been an exciting week for development! The protective bodice for the Zentragal has been retopologised and is ready for texturing. Additionally, the environment team have been working on the giant oak tree while animations are created for the Sabertooth Tiger enemy.
An exciting week for the developers. The sculpt of the Zentragal's protective gear concludes while the set piece team get some assets in the engine to work on a special event. Additionally, the environment team has worked in the engine on the landscape for the initial area of Erendorn!
A busy week for developers as the Zentragal's new armour receives extra details, while an archway and portcullis are created by the set design team. Additionally, the programming team have been introducing the new hire into the project while setting up plans to solidify the gameplay loop.
An exciting week for the team as the Zentragal gets a block-out of some new armour. The animators continue to bring the Mantisar to life while the VFX team start to concept some brand-new visual effects.
It has been a busy month for the developers on Depths of Erendorn. The Draconian receives an update while a new set of city props is in the works. Additionally, the animators work on bringing a variety of enemy models to life, and the visual effects team focuses on the Zentragal ability effects.
The Draconian gets a colourful texture upgrade in a work-filled week for the team as more props are created for the new city assets set. Additionally, the sound team has continued to work with visual effects while the animators work on movement cycles for multiple enemy models.
A good week for developers, as the updated Draconian gets a new splash of colour. The Set Design team starts work on a new set of models for city props, while new foliage is being created by the environment team.
An exciting week for the team! We start to see even more creatures that will inhabit the world of Erendorn come to life as the animators work on the Slime and Gorilla enemy. The 3D modelling team works on retopologising the Draconian model, and the sound team tackles the Zentragals abilities.
An exciting week for the team working on Depths of Erendorn. The 3D modellers have finalised the sculpt for the Draconian model, during that time the Sound team has worked with the Stone Frog model to get the audio and animations working in tandem.
Another busy week for the team! Starting with updates for the Draconian model. During this time, the Set Design team initialised their work on textures for the city props. Additionally, the Sound team has worked on audio for animations and visual effects created last week.
It has been another busy month for developers. The Zentragla reaches a finalised texture design as the castle ruins begin to take shape. While the Set Design team gets closer to completing the many props for the cities of Erendorn.
Last week brings fresh faces to the world of Erendorn with updated models for the Stone and Venomspitter Frogs, while the VFX team and Sound team worked on the ancient Watertarg's abilities. Our environment artists continue to work on the modular kit for the castle ruins.
Another busy week for our developers! The 3D modelling team has updated a previous enemy model while Set Design polish and update assets as they get closer to finishing off city props.
It has been an exciting week for the team! Our Zentragal rework has finialised textures while the set design team has worked on some detailed props for the interiors of the cities of Erendorn.
The start of May has brought lots of work from the team. Last week, our 3D modellers have gotten closer to completing the textures on the Zentragal rework. More props have been created from Set Design, while Environment Art has textured and sculpted some new bricks for the next point of interest.
It's been an incredibly busy month for the team working through April. Our 3d modelers have finalised the Zentragal rework and started to create textures for it. The set design team continues to make props, while the sound team gets out and about collecting audio from the wilderness.
Another busy week for the development team last week! The programming team has worked on creating a party system so players can team up in Erendorn. The sound design team has been creating audio that will give the interiors of buildings some atmosphere.
An exciting week for the team working on Depths of Erendorn! Our 3D modelers started with the texturing of the Zentragal model. The animation team worked on creating new cycles for the Small Ogre model and updating the Charged Spiderling.
Last week has been a busy one for the team as the artists get to a finalised model for the Zentragal rework while the set design team continue the work of props. The sound team are out and about again collecting and editing new sounds for some ominous atmospheric audio!
It has been a busy week for the team with lots of exciting new things going on! Our Zentragal rework gets some more optimisation and new props are created for the interiors of Erendorn. New points of interest are created and the sound team gathers some real-world sounds!
It’s been an exciting month for the team! Our Zentragal rework’s upper body is getting finalised, and animations are being applied to it. Sounds are being made for the many creatures of Erendorn, and the initial world is being fleshed out with stunning visuals! Join us for the March Devlog!
Last week our set-piece team have continued working on the props for the world of Erendorn, our Zentragal rework got an update to idle animations and poses, and our VFX team tackled the many abilities players will be able to cast in-game, focusing on the Earthen Dwarf Character Class.
It has been a busy week of development as the team begins optimising the Zentragal model and testing animations! In other areas the environment team has created new points of interest in Erendorn, and the Sound team tackle vocals and attack sounds for the Deadly Thrasher, Enteledon, and Yeti!
Last week saw our 3D Modelling Team turn their attention to the finer details of our Zentragal rework, focusing on facial features and texturing. While our Thunderclaw Crab got the attention of the Sound Design Team, our Environment Artist began constructing a new waterfall area for the game.
Last week saw our sound team bring different types of frogs to life, focusing on the variation of sound you'll experience when encountering our hopping horrors. Work continued on our Zentragal rework, while more city assets trickled through from the environment team.
February has been an incredibly busy month for us here at Project Gamechanger! Our 3D Modelling Team finished off the latest armour set for the game, before moving on to the massive task of reworking our beloved Zentragal model.
Last week our Zentragal rework shifted up a gear, as we look to focus on facial features and unique aesthetics. Our city props continued to trickle through, while our human model received an animation update.
Our Zentragal rework began to take shape last week, whilst more city props were created by the environment art team. Add in a whole host of programming work, and it's safe to say we had a productive week!
City prop work continued last week, as we look to populate our towns and cities with assets. Our Zentragal model gets the attention of the 3D Modelling team, while our harpy model bares its teeth with a new attack animation.
Last week was a busy one for the team! Work was completed on our most recent armour set, while our Zentragal model looks at receiving an update. Vocals were set up for our human characters and more set pieces were created for our towns and cities!
We wanted to hit the ground running this year, and we did exactly that! We have big plans for this year, most importantly getting the first playable alpha into your hands! January saw developments from our 3D modelling team, programmers, animators and more.
We're finishing January off with some awesome work from the team! Texturing nears completion on our most recent armour set, animation work continues on our Harpy model and weather systems are ported over for the new in-game environments.
Last week our sound designer overhauled our audio asset structure folder, texturing began on our current armour set and our Harpy model took its first steps! Not to mention the continued bug fixing from our Programming team. Join us on Twitter, Instagram, and Reddit for daily updates.
Armour retopology, weapon sound effects and snow layers were worked on last week. Along with plenty more bug fixing! As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!
Welcome to the first weekly devlog of 2022! The team has returned after some well needed time off, eager to start the New Year on the front foot. Check out what everyone got up to last week, below. And as always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn.
Happy New Year to everyone! And what a year it's been! We hit some major milestones in 2021 - creating this brand new website, dropping our pre-alpha trailer and making the move from Unreal Engine 4, to UE5.
As we head towards the end of a busy year, some of the team have taken a much needed rest. That doesn't mean we've stopped working on the game entirely though! Check out what we got up to last week, below. As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn.
It's been a massive week for the Depths of Erendorn team! Our new pre-alpha trailer went live, the transition to Unreal Engine 5 began and one of our Gargoyle models was brought to life! As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn.
We’d like to express our gratitude to KiraTV for the coverage and reaction video. Also, a big thanks to the viewers for a lot of the positive comments that have been made, as well as the constructive criticism and pointers that we can use to continue improving the game.
Highlights from last month include: Unreal Engine 5 work intensified as our Environment Artist tested new systems and techniques for the game. This has lead to some exciting achievements, which we'll share blow. Our latest cosmetic armour piece took shape and was completed...
Last week our teams were hard at work on some exciting stuff! The transition to UE5 has begun, set pieces received a refresh and a whole host of SFX were updated! As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn!
This week we saw the completion of our recent cosmetic armour set, the Blue Melmee saw some animation updates and work continued on the Golang bug fixes. As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!
This week our teams have been adding the finishing touches to many aspects of their work. Plus, our Droval model takes its first steps! As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!
This week our teams have been hard at work on several assets for the game. The Animation team brought our Vampire Bat to life, our heavy armour set enters the final stages and the stretching rack & stockade are added to the game. As always, join us on Twitter, Instagram, and Reddit for daily updates
This week has been a busy one! More updates to the Golang server meant a whole lot of bug fixing, our latest heavy armour set nears completion and our Junior Environment Artist brought some of Erendorn's "darker" items to life. As always, join us on Twitter, Instagram, and Reddit for daily updates.
Our SFX artist has been busy this week, implementing sound that triggers depending on different situations. New camp sites have been added to the game, and Unreal Engine 5 was brought online, as we get our first look at an in-game screenshot running on the software.
This week was all about new set pieces, a brand new armour set, golang/lobby tweaks and our crab being brought to life by the animation team! As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!
Last week we saw the team developing new assets and set pieces for our settlements, crushed a few more bugs with our server migration and brought a few 'creepy-crawlies' to life. As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!
Last week the team made good headway on our planned upgrade to Unreal Engine 5. Work began on the latest of our armour sets, and the programming team sured up player information.
Highlights from last month's game development progress include: Extensive work on our Golang server, and research into Unreal Engine 5 (and how it will impact the development of our game).
This week in Erendorn: We made some serious progress on one of the Merchant's carts. We began bringing our Mammoth to life with animations, and started texturing our heavy armour set.
Some of the awesome things we've been up to in this week's devlog include: Adding the finishing touches to some of our heavy armour, began sculpting some recent 2D concepts, and brought a handful of weapon sound effects to life!
Highlights in this week’s devlog include a look at some level 1 characters that have been imported into the engine, as well as new sound effects for the Lucky Idol set piece!
Highlights from last month’s game development progress include the creation of new dragon bones, fantastical set pieces, visual effects, vocalisations for gruesome beasts, and sound effects for the dungeon portals.
As all of our devs pull together to add the final touches to our upcoming game trailer (which is tantalisingly close to being finished!), it means we have a bit of a shorter devlog for you than normal this week - but shorter doesn’t mean lesser!
Highlights in this week’s devlog include the new Indestructible Box asset, which we’re creating for a special event, as well as an animation test of our recently completed armour set!
Highlights in this week’s devlog include a new Lucky Idol set piece, complete with fantastical floaties and melting candles, and new visuals for the Obsidian Portal concept. Speaking of portals, we’ve also begun creating sound effects for these dungeon gateways, find out more...
It’s a bit of a quick update in this week’s devlog, but we’ve still got some awesome highlights to show you, including a bubbling cauldron and a new tentacle brush!
The team working on Depths of Erendorn made loads of new updates in July, from texturing heavy armour sets and finalising loads of unique set pieces, to creating a range of portal entrances and sound effects.
Highlights in this week’s devlog include awesome new sound effects that were added to the event set pieces we’ve been creating over the last few weeks, like the Warding Circle! We’ve also got an updated clip of our Lava Pool to show you, so stick around to see that.
Highlights in this week’s devlog include a fully textured armour set for high level players in the game, as well as a brand new lava pool set piece. We’ve also got some progress shots of our upcoming game trailer in UE4 Sequencer, so keep scrolling to check those out!
Highlights in this week’s devlog include epic mountain ranges, some tasty textures on our recently sculpted armour set, and new animations for our Ogres and Centaurs. We’ve also got a few stormy and rainy sound effects to show you, read more...
Highlights in this week’s devlog include magical set pieces, from Warding Circles to Orbs of Knowledge, as well as a ton of new VFX for dungeon portals.
June was a colossal month for the team working on Depths of Erendorn. Armour was sculpted, fantastical set pieces were made, a new character selection screen was created, and a graveyard was brought into the world.In between all this are new animations for Wolvajins, Golems, Gargoyles and Drovals...
Highlights in this week’s game development update include new waterfalls that have been added to the environment, as well as new animation idles for some nightmarish Gargoyles. As always, join us on Twitter, Instagram, or Reddit for daily updates on Depths of Erendorn - now let’s get into it!
Highlights in this week’s game development update include new animations for the enormous Stone Golems, eerie sound effects for the graveyard, and four new set pieces for in-game events. In between all that, we’ve got new armour sculpts, some epic screenshots from our environments and tons more!
Highlights in this week’s game development update include a new animation pack for our Wolvajins, updated VFX for level 1 spells, and a new Wishing Well set piece for a game event. We’ve also got a freshly sculpted armour set to show you, read more...
Highlights in this week’s game development update on Depths of Erendorn include a new fountain set piece (complete with cascading water effects), a misty graveyard set piece, and a glimpse inside The Rising Sun Tavern.
Highlights in this week’s game development update include a set piece for an in-game event, screenshots from Erendorn’s flourishing world, and three new ability VFX.
Welcome to another monthly devlog roundup! Game development highlights from May include potion-brewing cauldrons, Bandit campsites, a dungeon portal, sound and visual FX for abilities, newly refitted human characters, and *huge breath* emote animations for drunken Tavern folk.
Updates in this week’s game development log include threatening animations for our Undead characters, new ability VFX, and some ambient sounds from the game’s environment. We‘ve also got an anecdote about one of our baby snapping turtle’s reign of terror!
Updates in this week’s devlog include a brand new dungeon portal that was created for our upcoming game trailer (more on that later), as well as the last of the sound effects for level 2 abilities!
Highlights in this week’s devlog include a line-up of our male human character classes, from Knights to Mages, and a new furnace that’s been added to the settlement. We’re also excited to announce that a new VFX Artist has joined our ever-growing team, so stick around to see what they got up to!
Last week, we created loads of new sound effects for abilities in the game, and then matched these with their visuals to see how they worked together (spoiler alert: they’re all awesome). We’ve also got a clip to show you of some Parakaws concocting a magical brew, so click to find out more!
This month’s devlog roundup is loaded with all our most recent settlement shots from UE4, as well as many, many visual FX for our characters’ fantastical abilities. We’ve also got sound effects, animations, and a pretty hefty update from the Programming Department for all you hardcore devs...
Highlights in this week’s game development update on Depths of Erendorn include new-and-improved animations, a ton of new visual FX with some accompanying sounds, and test footage of our Knight running in-game through the woodland.
This week’s game development update on Depths of Erendorn features new ambient sounds for the game’s Tavern, new VFX for skills and abilities, and some recent screenshots of the world’s environment - which is looking pretty epic if we say so ourselves!
Last week, the team working on Depths of Erendorn created a new set of snake animations, finished up visual FX for character skills, and continued refining the game’s settlement! Continue reading to see all our game development updates up close and personal.
This week’s game development update includes bubbling cauldron sound effects, a look at some new portal VFX, and the latest screenshots of our settlement. We’ve also begun working on a new projectile system, so read to the end if you want to hear more about that!
Highlights in this week’s Depths of Erendorn update include a lineup of some animated beasts and creepy crawlies, a look at the new stalls in the marketplace, and some sample sound effects for the blacksmith area of the settlement!
Welcome back to another devlog roundup! Most of March was focused on finishing off the settlement and adding shops to the Merchant Tent, but it also bore witness to new animations, VFX for dungeon entrances, and sounds from the French Alps.
We’ve got tons of game development updates to show you from last week, including some exclusive shots of the Merchant Tent interior (two words: potion shop), a look at our worldbuilding process using Houdini, and a sample of some ambient sounds for the settlement marketplace.
This week's devlog is filled with new Forest Druid animations, a load of awesome sound effects, a sneak peak at WIP VFX for dungeon entrances, and some brand new game footage that was shot for our upcoming trailer. But the highlight of last week was the new fortune teller tent we created...
This week’s devlog features updates from the game’s first settlement, which has been decked out with bunting, buildings and bakeries. We also give you a sneaky behind-the-scenes look at how we're creating our new game trailer, so stick around to see that!
In this week’s game devlog, we’ve got some brand new screenshots to show you from our settlement, as well as some new creepy crawly sound FX. We’ve also recommenced work on the Vaznarite model and made a new animation set.
Gruesome Zombies, dungeon set pieces, dazzling VFX and awesome sound clips - these are just some of the updates you can expect to see in this month’s devlog roundup.
The highlights of this week’s devlog are the enemies known as Elemental Wisps, which received new visuals and sound effects. We’ve also created a blacksmith forge for the settlement’s merchant tent, concepted some dungeon entrance VFX, and have begun setting up a combat system in the new server.
In this week’s devlog, we’re texturing Zombies and spawning some newly completed set pieces, including a Blood Altar and a rather hypnotic Cauldron. We’ve also got some updates on the new Golang server our Programmers have been working on, so stick around for that!
Here’s what you can expect in this week’s devlog: new Zombie sculpts, Rune Altars, and dazzling VFX. We’ve also included some ambient sound samples, and talk about the Dragon.IK plugin that’s been added to the engine.
Highlights in this week’s game devlog include three new classes of Skeletons, a travelling alchemist set piece, and some reworked VFX for abilities in the game. As well as all that you can expect updates from our Animation, Sound Design and Proramming departments.
January was a really busy month for the team working on Depths of Erendorn - and with new animations, set pieces, sound effects, and UI developments, it’s safe to say that we had a productive start to 2021!
Welcome back to another Depths of Erendorn devlog! This week, we’re showing you our updated Cave Dungeons, as well as some in-game screenshots, ability VFX, and a new-and-improved skeleton sculpt that we think you’ll all like.
This week’s game development update comes fully stocked with character remodelling, new animations, sparkly VFX updates, environment reworks, sacrificial altars and - deep breath - new weapon sound effects. We’ve also got a chunky Programming section for all the game devs reading this...
Welcome back to another Depths of Erendorn devlog! This week’s update comes with a ton of highlights, from sacrificial altars and environment progress shots, to spidery animations and developments with the UI. This is also the first devlog with our new Programmer, who joined the team...
Welcome to the first Depths of Erendorn devlog of 2021! We hope everyone reading this had an awesome start to the New Year - we definitely have! New animations have been created, we’ve got some awesome sound effects to show off, and wait until you see what our Environment Design team has been up...
As the New Year lurks around the corner, the team working on Depths of Erendorn are busy boxing off a few bits and bobs so that they can begin 2021 on the right foot! So, this week, we’re taking a look back at everything our hardworking devs worked on in December...
As the team winds down for the holidays, a lot of loose ends were tied off last week, like finishing off outstanding sound effects, tidying up old VFX, and integrating the Houdini engine into UE4. This will be our last game development update before Christmas...
It’s been a bit of a 'devvy' week for the team working on Depths of Erendorn, with lots of new programs and workflows being explored. From understanding Inverse Kinematics in UE4 to learning how to world-build with Houdini, our devs are working hard to improve their workflows and optimise the game..
New animations and sound effects were created for the Twilight Elf Assassin’s abilities last week, in addition to some concept art that will form the basis of the visual FX. We’ve also begun sculpting our biggest model yet, so keep scrolling to see what that’s all about.
How do we summarise everything our devs got up to last month? Well, they modelled new enemies, from armoured guards to fiery salamanders; they created new animations, VFX and SFX for player abilities; they revamped the settlement with trading tents, a new starting zone and an improved map...
We finished off a lot of stuff last week, including the Fire Salamander, VFX for level 1 abilities, and ambient sounds for the game’s Ice Dungeons. But there were also some new additions: a starting zone was added to the game’s settlement, our Earthen Dwarf has some new sound effects...
While our settlement was treated to a bit of a facelift last week, with optimised assets and improved terrain, our Earthen Dwarf was spoilt with new animations and sound effects. In between all this, we finished sculpting the Fire Salamander and fixed two major bugs in the engine.
This week’s devlog update on Depths of Erendorn will introduce you to fire-breathing Salamanders and show you the new, epic environment that surrounds our settlement in UE4. We’ve also got a ton of new sound fx for ambience and dark magic, as well as a new in-game animation test and some awesome ...
As the title suggests, we’ve made some new additions to the game’s settlement in UE4 by creating some trading tents in Marvelous Designer. But before we get into that, we have a few updates on the Guards of the Human Kingdom, our in-game animations, as well as how our VFX and SFX are coming along...
While a lot of new things were created in October, from new characters to new settlement buildings, the most dominant vein running through last month’s game development progress was the creation of new abilities. A myriad of spells and skills have been brought to life with animations and much more!
In this week’s devlog update, we’ll be showing you all the progress we’ve made on our settlement Inn, as well as the brand new visual fx that were created for the Parakaw Astromancer’s special spells. We’ll also be showing off some recent sound effects and much more!
In this week’s devlog update on Depths of Erendorn, we’ve got a lot of ability updates to share with you, from new visual effects to new balance changes. We’ve also finished off the sculpts for the Guard series in ZBrush, and cracked on with the Inn that we’re building in MAYA.
This week’s devlog update on Depths of Erendorn runs you through the new Guard series we’re modelling, the new Tavern and Watchtowers we’re implementing, and the new VFX and SFX we have for a particularly fiery projectile ability.
This week’s devlog shows you the creation process behind the Charged Spiderling, as well as the new settlement Inn and ability sound FX. We’ve done a ton of work in Programming, from rebalancing abilities to integrating Status Effects.
We’re excited to show you our new longship-inspired fire pit this week, as well as the heavy Viking door we concepted a few weeks ago. Both of these feature carved wooden dragon heads, so there's definitely been a theme this week. We’ve also got a few tips on streamlining your SFX workflow, so st...
In this month’s devlog roundup, we’re showing off all our new characters, settlement updates, and sound effects. We also implemented a new Talent Selection capability to character creation, which enables players to customise their playing style. A bunch of new animations and VFX have been created...
In this devlog, we’re creating new shatter vfx, texturing Beastmasters, and planning a longship-inspired fire pit. In between all that is a ton of ability work, including new animations, improved functionality, and a new Damage Reduction mechanic. For daily updates on Depths of Erendorn, check us...
This week’s development update on Depths of Erendorn takes you through how we’re creating visual coherency in the game’s first settlement, as well as our new workflow for creating weapon sound effects. We’ve also added a ton of new abilities to Talent Selection, read more...
Here’s what you can expect in this week’s devlog: our finished Templar model, new sound fx for playable characters, some gameplay footage of the Assassin using its abilities, and how we’re customising character creation with the introduction of Talents. As always, give us a follow on Twitter, Ins...
This week, the dev team behind Depths of Erendorn sculpted some baddies, animated some crawlies, built the interior of our Guard House, and created some awesome sound effects. Head over to Twitter, Instagram or Reddit for daily updates on our dungeon crawler in development, now let’s get into it!
In this month’s game development update on Depths of Erendorn, we’ve created creatures of lava, built new settlements, recorded ambient sound effects and made the gameplay experience much smoother.
In this month’s game development update on Depths of Erendorn, we’ve created creatures of lava, built new settlements, recorded ambient sound effects and made the gameplay experience much smoother. Follow the progress of our online game in development on Twitter, Instagram, or Reddit – now let’s...
This week’s devlog talks about how we made our Magmarai run red with lava, how our deadly wasps look in the engine, and how we’ve created ambient sounds using epic geographical recordings.
This week’s devlog is all about stunning prop design, building houses in MAYA, and how we textured the formidable Magmarai. There’s also a spattering of visual FX, creepy crawly animations, and some UE4 programming that will pique the appetites of all you game devs out there.
This week’s game devlog features a pretty creepy spider animation and, on a very different note, some of the tastiest looking food we could find in Quixel. We’re also talking you through how we’re making a smoother gameplay experience, so stick around for that if you’re interested in programming....
In this week’s game devlog, we’re talking about shapeshifting sandmen, building settlements in UE4, and using staplers to create sound fx for Snapping Turtles.
July was one hell of a month for our online RPG in development. We’ve got a bit of something for everyone in this devlog, from 3D modelling and asset creation, to tips on sound effects for games and an in-depth look at how we’re programming Depths of Erendorn.
This week’s game devlog is talking about texturing deadly plants, how we’re using a texture atlas for assets, and the new simultaneous turn-based combat system we’ve introduced.
Our game devlog this week is talking about deadly plant sculpts, timing animations, improving and streamlining asset creation, and new weapon sound fx. Keep up-to-date with our developing online RPG by checking us out on Twitter, Instagram and Reddit - now let’s get into it!3D ModellingContinuing...
What we’re talking about in this week’s devlog: carnivorous plants, tombstones, urns, and the skittering sound of spider feet. We’re eager to show you everything we’ve been working on this week for our upcoming online RPG, so let’s get stuck into it!
The Storm Elf Javelineer is complete, new props and cave entrances have been added to the environment, and our Drovals are sounding pretty gnarly with their new vocalisations. We're talking about it all in this week’s devlog - but before we get into it, remember to follow us on Twitter, Instagram...
This month’s game development update for Depths of Erendorn takes you through character customisation systems, character modelling, asset creation, rock generation and sound design - to name a few. So sit back, grab a drink, and get stuck into how we’re developing our top-down fantasy game!
It’s been another busy week of character design, asset creation, sound artistry and programming at Project Gamechanger, and the team is definitely ready to kick off the weekend.
What to expect from this week’s devlog: shiny new textures for the Soldier series, a collection of awesome assets, new cliff pieces towering in a UE4 test scene, and some badass weapon SFX. Before we get started, make sure to follow us on Twitter, Instagram or Reddit so that you never miss an upd...
Happy Friday, everyone, and welcome back to another weekly game devlog! We’ve got a lot of new assets and sound effects to show you this week, so make sure to let us know what you think over on Instagram, Twitter or Reddit! 3D ModellingThis week, our 3D Modeller continued sculpting the Human Sold...
It’s been a big week at Project Gamechanger, not only because a lot of progress has been made, but also because we’ve welcomed an incredibly talented Environment Artist to the team! Stick around to see what kind of stuff they’re creating at the moment - and remember to follow us on Instagram, Twi...