April Devlog | Week #1 | No. 363

Development
April 10, 2026
April 10, 2026

Across the past week, development on Depths of Erendorn has centred on advancing key gameplay systems, refining world presentation, and pushing forward new creature content. Progress has been made across both technical and creative areas, with improvements to combat flow, environment scale, and asset production helping to strengthen the overall player experience. Alongside this, continued work on new encounters and supporting systems ensures that upcoming content is both visually cohesive and technically robust as development moves toward the next phase of testing. As always, join us on Facebook, Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn. Alternatively, join our Discord for all the latest! - now let’s get into it!

3D Modelling

Over the past week, the 3D Modelling team brought the Sinker enemy through its final texturing phase, completing the material pass and fully defining its surface detail for in-engine use. With the creature now visually realised, attention has shifted to a returning asset, the Vaznarite, which is being revisited after a significant period. Work has begun on a fresh sculpting pass, re-establishing its core forms and exploring updated visual direction to bring it in line with the current standards of Depths of Erendorn.

Sinker enemy finalised textures

Vaznarite enemy revisitied sculpt

Programming

Server

Over the past week, the Server team has delivered a substantial round of updates focused on combat systems, world functionality, and backend performance. Combat flow was significantly improved through the introduction of batched enemy turns and pre-combat movement, allowing encounters to play out with clearer pacing and stronger visual feedback, while a wide range of stability fixes addressed crashes, race conditions, and edge cases across targeting and entity handling. Balance adjustments increased combat rewards and refined enemy behaviour, ensuring ranged units respond correctly and encounters feel more engaging.

Alongside this, a new system for hirable NPCs was introduced, enabling companion behaviour both in and out of combat, supported by expanded event and stat logic. World navigation and data pipelines were overhauled with updated nav data, improved pathfinding accuracy, and revised zone configuration, while additional content updates introduced new world boss spawns and merchant NPCs. Performance improvements across networking, inventory handling, and data processing have further strengthened responsiveness and reliability, complemented by fixes to session handling and fast travel. The team also introduced a comprehensive item editor within the toolset, alongside continued refinements to ability systems, stat handling, and coordinator functionality. Together, these changes represent a major step forward in both gameplay feel and technical stability as Depths of Erendorn continues to evolve.

Environment Art

The past week saw the Environment team focus on refining visual consistency and scale across Erendorn’s landscapes while beginning work on key front-end presentation screens. Foliage received a broad scaling pass, with particular attention given to grass and meadow flowers to achieve a more natural balance across open areas. Landscape materials were also improved to enhance texture quality and variation, while road widths were reduced to better fit the overall world scale and improve traversal readability. In parallel, early work began on the character creation and selection screen, as well as the login screen, laying the groundwork for a more cohesive player entry experience. Together, these updates strengthen both environmental cohesion and the presentation of core game systems as development continues.

Foliage changes and improvements to quarry area

Work in progress login screen

Animation

Throughout the past week, the Animation team began development on the Thrasher plant, a new creature designed to support the Forest Queen encounter. Initial work included refining the rig and completing the skinning process to ensure stable deformation during movement and interaction. With the technical foundation in place, the team has moved into exploring animation concepts, focusing on defining a distinct movement style that aligns with the plant’s role in combat. These early steps establish the groundwork for a more dynamic and cohesive encounter as development continues.

Refining rig for Thrasher Plant

That’s it for this week’s devlog, but have you seen our monthly roundup of March yet?! 

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