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!
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!
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...
Welcome back to another devlog, everyone! We hope you enjoy what we have to share with you this week. Remember to follow us on Twitter, Instagram or Reddit for daily updates on our fantasy RPG in development - now let’s get into the good stuff.Character Customisation SystemContinuing with our wor...
May’s been one hell of a month for Depths of Erendorn. With a character customisation system underway, and the integration of sound, VFX and animations in the engine, our fantasy RPG is really starting to take shape.
We’ve got loads of development updates for you this week as we continue working on our fantasy RPG, Depths of Erendorn. Let us know what you think in the comments, and be sure to follow us on Instagram, Twitter and Reddit if you want to see more of what we’re doing!
Welcome back, friends, it’s great to see you again for another installment of a Depths of Erendorn devlog! It’s been a bit of a technical week, with character customisation systems getting researched, the Houdini rockifer getting refined, and the whole team getting introduced to our Programmers’...
Welcome back to another weekly devlog! As always, we’ve got a lot of updates to share with you, from our newly modelled Storm Elf Casters to brand new SFX for our playable Watertarg.
New month, new devlog! This week has been another busy one as the team ploughs ahead with the development of Depths of Erendorn. There’s even been talk of bringing a new body onboard, so we can already tell it’s going to be an exciting month!
Welcome back to another summary of everything we get up to in a month! The development of Depths of Erendorn is all-engines-go, and the team is working incredibly hard to get this turn-based fantasy RPG ready for testing in 2021.
Another Friday, another devlog, and this week we’ve got some awesome updates to show you. Give us a follow on Instagram, Twitter or Reddit if you want more daily updates on our fantasy RPG, Depths of Erendorn!
We’ve got some killer updates to show you in this week’s game devlog, including some stunning visual FX for our badass portal. Before we get into everything, remember to give us a follow on Instagram, Twitter or Reddit for daily updates on Depths of Erendorn.
Welcome back! We’ve got more updates about our turn-based fantasy RPG, Depths of Erendorn, that we’d like to share with you all this week! Whether you’re a 3D Modeller, an Animator in training, or just someone who’s curious to see how it’s all done, we’ve got a little something for everyone...
Another weekly devlog has landed and with it comes some brand new updates on our upcoming fantasy RPG, Depths of Erendorn. Our Modellers have been modelling, our Animator has been animating, and our Programmers have been pulling their hair out after wrestling with the spline generator for walls.
We’ve got one hell of a devlog summary for you this month, with insights into our texturing work, our special attack animations and unique asset creations. We’ve also got some brand new VFX and sound effects to show you, as well as a ton of improvements in the engine to tell you about.
Happy Friday, guys, and welcome to our inaugural devlog for April! We’ve had a really busy week so far, and have made a lot of progress in all departments, from character creation and animation updates to newly textured assets and awesome visual FX that have accompanying sound effects.
Welcome back to another devlog, everyone! Featured this week are new assets, new visual fx and sound effects, as well as an update on our Storm Elf Warrior model. We’ve also been busy setting up a new unique rig for some of our beasts...
Welcome back to another devlog, everyone! Thanks for joining us again as we take you through all of our updates from the week. Whether you’re interested in 3D Modelling and asset creation, visual FX or sound design, animation or even programming, we’ve got a bit of everything for everyone.
We’ve got another devlog for all you gamers out there, with insights into our 3D modelling and animation processes, our visual FX and sound design creation, and even what our Programmers get up to in the engine.
February may be the shortest month of the year, but it definitely felt long to us! We’ve got loads of things to update you on, from new models and set pieces to sound effects that work alongside VFX. This month has also been all about getting Depths of Erendorn playable in Unreal Engine.
The development of Depths of Erendorn is continuing full-steam-ahead this month with newly textured NPCs, special attack animations and some awesome visual and sound effects. Head over to our Twitter, Instagram or Reddit for daily updates on all of these areas!
We’ve got some more updates for you in this week’s devlog on our upcoming fantasy RPG, Depths of Erendorn. The Swamp Lizard is textured and looking sickly as ever, a new environment scene has been created in Unreal Engine, and brand new sound effects have been created for a range of abilities.
The team at Project Gamechanger has been really busy this week. From creating models, tweaking animations and making new visual fx, to working on getting Depths of Erendorn playable in the engine, there’s a lot to get through!
Happy Valentine’s Day, everyone - love is definitely in the air for the team at Project Gamechanger, especially as we set our sights on the upcoming weekend! But before that, we bring you a nice intimate devlog: lizards have been sculpted, VFX have been conjured and new.
This week, the team at Project Gamechanger has been busy modelling new characters, creating new visual fx, sculpting new set pieces and working on some new character vocalisations. In addition to this, we’re also working towards getting Depths of Erendorn playable in UE4, so a lot of programming...
Long time, no speak, guys! Welcome to the first monthly devlog of 2020. We dived headfirst into the new year with an insanely productive month: finishing up four new models, testing VFX alongside character animations, and planning out some awesome new set pieces for our Cave Dungeons.
This week, many updates have been made to Depths of Erendorn: our Rhinogar has been textured, more visual fx have been created, and we’ve even been working on the sound design for some of Erendorn’s beasts.
It’s been another busy one for the team here at Project Gamechanger, from armouring up our formidable Rhinogar to creating unique-sounding footsteps for character identity. As always, you can check out our daily updates over on Instagram, Twitter and Reddit!
Happy Friday, everyone! With another Friday comes another devlog, and this week we’re really excited to announce that a new, incredibly talented Sound Artist has joined our team! With that said, we’ve got a ton of updates to show you, from new models, animations and visual effects!
Happy Friday, everyone! We’re wrapping up our week with another reflection on everything the team has achieved in the last five days. We’ve got a lot of new content to share with you, so let us know what you think of it all!
Welcome back, everyone! We hope you all had a great time celebrating Christmas and toasting to the New Year! For the past couple of weeks, not a lot has happened on Depths of Erendorn since the team took a much needed break to revel in the holidays.
Welcome back to another devlog summary – and happy holidays! We hope you all had a nice and relaxing break. In honour of the New Year, we thought we’d do another wrap-up of all our work this month. We know that 2020 is going to be a huge year for Depths of Erendorn!
Welcome back to another devlog on Depths of Erendorn! As the team wraps up for Christmas, new characters have been modelled, processes have been streamlined, bugs have been fixed and we’ve even got some fancy crystals and VFX to show off.
We’re back with another devlog update! This week we’ve been busy with the usual stuff - new characters have been sculpted, new VFX have been made, our cave dungeon has been improved and our Programmers have done a lot for level generation and gameplay. Continue reading for more details!
This week, we’ve finished modelling a new character, added some fantastical tweaks to our Cave Dungeon and polished off some new VFX for spells and skills. Continue reading for all the juicy details - and remember to check us out on Instagram, Twitter and Reddit for daily updates!
November was a huge month for the team at Project Gamechanger as we continued working on our turn-based RPG. From modelling the intricate Rockbark Treemen and building our character selection scene, to creating a new system for level generation.
We’re back with another weekly devlog! Read on to find out how we finished off our Rockbark Treemen, as well as to see some awesome updates from all of our creative departments.
Welcome back to another devlog! From 3D modelling and character selection scenes to visual effects and level generation, we’ve had a productive week working on Depths of Erendorn. Stick around to hear more about what our team has been up to!
Welcome back to another devlog! This week, we’re talking about sculpting, character selection scenes, level generation and how we’ll be using blueprints in the game. We’ve also been creating some snowy weather effects, so read on to see how that came together!
We’ve kicked off the month by completing the remodel of our iconic Parakaw, creating some brand new VFX and working on a new method of level generation! Keep reading to see how our team has fared through the week.
In this devlog, we’ll be showing off some awesome work from the week, like our updated character selection scene and some awesome visual fx! We’ve also just published our devlog summary for the month, so head over to our company site if you’re feeling a little out of the loop!
October has come to an end, and with that we hail in our latest monthly devlog installment! Remember to follow us on Twitter, Instagram and Reddit for daily updates on Depths of Erendorn – but for now, let’s get into what our team have been up to this month.
Lots has been happening to Depths of Erendorn this week. We’re remodelling an iconic character, successfully creating several unique rigs, refining our environment even more and adding some awesome trail VFX to character animations!
Welcome back to another devlog installment, where we’ll be talking about 3D modelling, unique rigs for animation, environment design and a whole lot of programming. Remember to join us on Twitter, Instagram and Reddit for all the daily updates on Depths of Erendorn!
In this week’s devlog, we’re taking you through our process of texturing the Daggerclaw Harpy, showing you some brand new VFX and revealing a new test scene we've made for our environment!
We’ve got some huge news in this week’s devlog. Not only have we completed two class types of Daggerclaw Harpies, or started creating some brand new environments, we’ve also decided which new game engine we’re going to use to continue building Depths of Erendorn with!
It’s been another mammoth month here at Project Gamechanger. New enemies have been sculpted, new VFX have been created and new skills have been animated – but that’s not all! In case you haven’t heard, we’re in the process of switching game engines – so stick around to find out more about that huge
Our efforts to find a new game engine continued this week as we ran further tests and began narrowing down our search. We also made some progress on our Daggerclaw Harpy Striker, as well as created a new terrain material system for use in an alternative game engine.
We’re bringing you a slightly different devlog this week. With plans to look into the feasibility of using a different game engine to build Depths of Erendorn, our usual goings-on have been put on hold as we do some research and run some tests!
This week’s devlog talks about the new VFX we’ve been adding to abilities in the game, how to make a tiling material for texturing a model and how we’ve approached transforming settlements into real-time player hubs.
It’s been another busy month spent developing Depths of Erendorn, from modelling different enemy types and creating new animations to implementing a character customisation system. As well as this, our budding fantasy world now includes water!
Welcome back to another Depths of Erendorn devlog! This week, we’re showing you our progress on the Daggerclaw Harpy, revealing a new animation for the spellcasting Parakaw and talking about some good-ole programming for all you hardcore game devs out there.
It’s been a COLOSSAL month here at Project Gamechanger. Two enemy types have been modelled, a new character selection scene is well underway, we’ve started creating some awesome weapons and more character animations and abilities have been tested inside the game engine.
In this weekly devlog installment, we’re sculpting a brand new NPC, fine-tuning the GUI and wrestling with that pesky character customisation system we mentioned in our last devlog. We’ve also got some awesome new VFX to show you guys, so make sure you stick around!
A lot of changes are happening in this week’s game development update. A character customisation system has been investigated, our GUI is looking better than ever and some new animations have been created for a playable character. Most of all, though, we’ve welcomed a new VFX Artist to the team!
We’ve got a lot of news to share with you in this month’s game devlog! Over four sets of characters have been modelled, brand new animations have been created, VFX have been added to several abilities in Unity and we even have a new Ice Dungeon to show you!
In this week’s devlog, we’re showing you how we textured our Lionman character series as well as how we went about adding water to the game’s environment. We’ll also be revealing some new attack animations for one of our playable characters, the Watertarg Excursionist.
We’re kicking off the first week of August with another devlog update! Come and join us as we talk about modelling a playable character, creating some badass swords, updating some animations and making our in-game items a lot more rewarding.
Welcome back to another devlog! We’re ending July on a pretty productive note - the clothes for our Tribed Lionman series have all been modelled and baked, and more and more weapons are getting pumped out of the Environment Art department!
This week’s game devlog is all about modelling our Lionman and creating some badass weapons. As always, remember to follow us on Twitter and Reddit for more updates on Depths of Erendorn!
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.
We’ve been working on creating a new playable character all week, and we’re excited to show you the progress in this devlog! We’ve also got some updates from the Animation, Environment Art and Server departments - so you can get a real good glimpse at our indie game development process.
We’ve got a lot of awesome stuff to show you in this week’s game devlog. Our Ghoul is finished and looking as gross as ever, we have a brand new character selection scene to show you and our Twilight Elf Assassin has had a few animation updates!
We’re giving you a behind-the-scenes look at how we created our Ghoul in this week’s game devlog, as well as showing off some in-game animations of some of our characters!
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.
Welcome back to another weekly devlog! In this update, we’re taking you through our process of creating one of our Frost Dwarves as well as our new Ice Cave environment. As always, check us out on Instagram, Twitter and Facebook for exclusive news about Depths of Erendorn!
There’s a little bit of everything in this week’s devlog, including new models, updated animations, chilly ice dungeons and updated abilities. Before we get into it, remember to support us over on Instagram, Twitter and Facebook where we post all of our exclusive content! 3D Character ModellingLa...
We seem to have gone for a bit of an arctic theme in this week’s devlog, with models of Mammoths here and chilly Ice Dungeons there. We’ve also now made it possible for players to summon creatures in Depths of Erendorn, which we’re really excited about!3D Character ModellingThe character we were ...
After releasing our very first teaser trailer last week, the team has been able to relax a little and go back to basics. We’ve kicked off this month by completing several canine models, creating five new animations for one of our playable characters and even introducing a new ability to Depths of...
It has been an enormous week for Depths of Erendorn! Not only have the majority of the abilities in the game been reworked, and a new canine creature been sculpted, our very first teaser trailer also went live! If you haven’t seen it yet and want to know what kind of skirmishes unfold...
It’s been another incredibly busy month here at Project Gamechanger as we continue developing our upcoming fantasy RPG, Depths of Erendorn. New models and animations have been created, our environments are getting some much needed TLC and don’t even get us started on the server!
You may notice that something is a little different in this week’s game devlog. As we continue developing our first animated dungeon scene, our Animator has spent the week working in Unity, posing characters and refining scenes.
Another Depths of Erendorn game devlog has reared its head and with it comes the newly completed Wolvajin model, which we’re very excited to show you guys. If you like what you see, make sure to follow us on Instagram, Twitter and Facebook!
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.
An old character model is getting remade in this week’s game devlog, and the Grid Shader in Unity now boasts several new features that will improve the overall feel of Depths of Erendorn.
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.
Welcome back to another weekly game devlog! The Frost Dwarf character in Depths of Erendorn is now complete and the Watertarg is looking good with its new animations.
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.
A lot of new things have been added to Depths of Erendorn in this week’s game devlog, from character animations to assets and items. But we do have one piece of sad news: our Character Artist is on a well-deserved holiday this week, so we’ve put a pause on their section until next week.
Welcome back to another monthly game devlog! April has been one of the busiest months of the year for Project Gamechanger as we continue ploughing ahead with the development of our upcoming fantasy RPG, Depths of Erendorn. We have now welcomed a new Environment Artist and Game Developer.
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.
A lot has been going on with Depths of Erendorn this week. In this game devlog, you’ll be introduced to our newest NPC as well as given an inside look at a new dungeon room where Bandits have cornered some travellers.
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.
Another playable character has been created in this week’s game devlog, as well as a brand new set of glowing crystals that will appear throughout Depths of Erendorn. As always, make sure to follow us on Instagram, Twitter and Facebook for all the latest updates on our fantasy RPG!
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.
We’ve welcomed in the new month with a new Environment Artist joining our team, a new playable character getting modelled and new animations being created. Depths of Erendorn is really starting to come together so we’re excited to share our progress with you.
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.
Depths of Erendorn has received a lot of TLC this week! Not only have new animations been made for our fearless Earthen Dwarf, new features have also been added to the Game Client in order to allow players to equip and unequip the items on their specific character.
It’s been a busy and exciting month for the game development team at Project Gamechanger as we continue working on our upcoming fantasy game, Depths of Erendorn! Another playable character has been completed, several animations have been created.
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.
Welcome back to another Depths of Erendorn game devlog! So many exciting features have been added to the Game Client this week that the virtual stars are beginning to align; and with four new animations created for our stoic Earthen Dwarf, it’s a game devlog you won’t want to miss!
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.
In this week’s game devlog, we’re talking about the progress our Character Artist has made on Erendorn’s Human Ranger as well as how our Animator is getting along with animating the Earthen Dwarf. A few changes were made to the Game Client, as well, so we’ve got a lot to tell you about!
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.
Welcome back to another update on our game development process! With a new month comes a new playable character to be modelled, a new rig to be set up and a ton of work to be carried out in the game server. Remember to check out our February devlog summary if you’re feeling a little lost!
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.
We’re excited to show you all our progress from this week, especially because it means we finally get to show you our completed Forest Druid character! Before we get started, if you feel like you’ve been left out of the loop, our monthly devlog summary is over on our company site.
Welcome back to another game development log as we walk you through the latest updates on our upcoming video game, Depths of Erendorn. We have tons of new animations to show you as well as another recently completed playable character.
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...
Welcome back to another devlog! This week was a relatively quiet one for our game development team, except for the Character Artist who spent much of their time trying to figure out the best way to create our Forest Druid’s leafy hair.
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.
With a new playable character being modelled, it’s been a busy week spent testing various costume design elements and implementing new class abilities to the game server. Meanwhile, our Animator has been working on creating several different animation reactions for two more of Erendorn’s enemies...
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.
Welcome to another devlog! This week, a lot of progress was made on one of our character models, one of the enemies from the game had new animations made for it and the groundwork for some items, like weapons and equipment, was set-up in the server.
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.
The last week of January has been witness to the awesome progress made on our Forest Druid character, the new enemy abilities introduced to the server and the Game Client’s many fixes.
As January comes to an end, we thought we’d update you all on the progress made last month in the development of our upcoming game, Depths of Erendorn. Several new characters have been created, NPCs now have much more use of their abilities and a new MEC system has been added to the Game Client.
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.
Welcome back to another Project Gamechanger devlog! Tons of progress was made this week by the game development team as we continue developing Depths of Erendorn. Several character models were textured, skinned and posed, NPCs now have better use of their abilities.
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.
With the launch of our new Depths of Erendorn website, it’s been another quiet yet productive week for the team at Project Gamechanger. As our artist works to complete one of our 3D character models and our game developer implements Enemy Intents Classes to the server, important progress!
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...
Thanks for joining us for another devlog as we continue developing our multiplayer game, Depths of Erendorn. This week has been a little quieter than usual as the team cracks on with smoothing out some of the finer creases in the game development process.
It’s the start of a brand new year! Not only does that mean that we are edging closer and closer to releasing the beta version of Depths of Erendorn, but it also means that we get to welcome the new year with our first 2019 devlog!
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.
It’s the last devlog of 2018 and we’ve got a good one lined up for you this week! The game development team have polished off everything that needs doing before the Christmas break, so a lot of progress has been made.
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.