Across the past week, development on Depths of Erendorn has focused on advancing core gameplay systems while continuing to refine visual and character content. Progress has been made in preparing new encounter features, improving how players interact with quests and rewards, and enhancing the visual impact of abilities and environments. Alongside this, ongoing work on character assets and supporting effects continues to strengthen the overall cohesion and presentation of the world, ensuring upcoming content is both engaging and clearly communicated as development moves forward. 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 continued refining the revised Dwarf base character, moving closer to completing the sculpting phase. Work has focused on defining stronger proportions and enhancing surface detail to better convey the character’s intended build and presence within the world. As the sculpt nears completion, the updated design is helping to establish a clearer visual identity for the Earthern Dwarf, preparing the asset for the next stages of production in Depths of Erendorn.
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Programming
Server
Over the past week, the Server team continued expanding gameplay systems with a focus on dungeon functionality and quest clarity. Progress was made toward re-enabling events within dungeons using the new world event framework, laying the groundwork for more dynamic and varied encounters in instanced content. In parallel, work began on reworking how quest rewards are handled, allowing them to be displayed on quest boards prior to acceptance. This change aims to improve player understanding and decision-making when selecting activities. Together, these updates support more transparent progression systems and enrich the overall gameplay experience in Depths of Erendorn.
Visual Effects
Over the past week, the VFX team continued expanding and refining the game’s visual effects library, with a focus on both combat clarity and exploratory concepts. A stronger variant of the generic fire effect was created to provide greater impact during ability use, while new material work explored the use of HDR imagery to support ideas for portal visuals that could reflect destination environments. In parallel, early development began on atmospheric effects for the login screen, experimenting with wispy, ambient visuals, though technical challenges with large-scale fluid simulation have prompted further iteration on the approach. These efforts continue to broaden the range and flexibility of visual effects across Depths of Erendorn.



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






