Over the past week, development across Depths of Erendorn has focused on refining core presentation and gameplay clarity as the project continues to evolve. Work has centred on improving how characters, audio, and visual effects are perceived during play, alongside continued development of new encounter content. These updates help ensure that both moment-to-moment combat and the broader game experience feel more readable, responsive, and cohesive as the team prepares for further testing and iteration. 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 focused on refining character scale and presence across the game, implementing adjustments to increase overall size and improve readability during gameplay. In parallel, work began on revisiting the Earthen Dwarf, with a renewed focus on reshaping the character’s proportions to achieve a broader build and more defined musculature. These updates aim to strengthen visual identity and ensure characters better reflect their intended roles within the world of Depths of Erendorn.
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Programming
Client
Over the past week, the Client team focused on resolving several critical issues affecting quest and activity UI behaviour following the recent alpha test. Real-time quest updates were restored by correcting an indexing issue that had caused valid updates to be discarded, ensuring activity data now reflects accurately during gameplay. Additional fixes addressed problems with archived entries not clearing correctly, allowing new quest entries to appear as expected without impacting the results screen. With these core issues resolved, work progressed on new features including map linking and the ability to pin or hide quest entries, alongside continued activity testing. Beyond quest systems, a long-standing issue affecting stat bar displays was also fixed by transitioning to a more reliable rich text solution, improving accuracy when stat caps are modified.
Sound Design
Over the past week, the Sound team carried out a comprehensive review of in-game audio, identifying areas requiring adjustment to improve impact, spatial presence, and overall balance. A wide range of sounds were evaluated for reverb, attenuation, and volume to ensure they sit more effectively within the game’s soundscape. In parallel, a large batch of new recordings was produced for abilities, magic effects, UI elements, and ambient audio, with ongoing cleanup and selection work underway to refine the final set. The team also began exploring clearer audio distinction between reaching maximum experience and levelling up, with early iterations of new level-up sound effects currently in development. Together, these efforts enhance clarity, feedback, and cohesion across Depths of Erendorn’s evolving audio design.
Animation
Over the past week, the Animation team continued developing the Thrasher plant, building on its animation set to further define its movement and behaviour within combat. Ongoing work has focused on refining how the creature performs in-game, ensuring its actions read clearly and align with its intended role alongside the Forest Queen encounter. In parallel, the team began reviewing the next set of alpha animations and character feature updates, preparing for upcoming integration and testing. These efforts help maintain momentum on new encounter content while supporting continued improvements to animation systems across Depths of Erendorn.
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Visual Effects
Throughout the past week, the VFX team continued refining existing effects to improve their visibility and reliability across varied terrain. Adjustments were made to the vertical positioning of several abilities, including Inferno, ensuring visuals remain clearly readable even on uneven or sloped surfaces where effects previously appeared partially underground. This ongoing tuning helps maintain consistent visual feedback during combat, supporting clarity and usability as environments become more complex across Depths of Erendorn.

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






