April Devlog | Week #4 | No. 321

Development
May 2, 2025
January 28, 2026

Development on Depths of Erendorn continued across multiple fronts this week, with each team contributing key updates to enhance both the technical framework and the player experience. From deploying the upgraded engine and refining backend systems to expanding character customisation and deepening the game’s audio landscape, progress has been steady and impactful. Whether improving the visual fidelity of dungeon combat, creating dynamic new sound profiles for the mysterious Zullra, or adding greater flexibility to gameplay systems, the team remains focused on building a richer, more immersive world for players to explore. 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!

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3D Modelling

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Shifting their attention back to character customisation, the 3D modelling team focused this week on expanding the hairstyling options for the Earthen Dwarf. A new range of detailed beards has been created, each designed to complement the rugged aesthetic of the dwarf race while offering players greater variety. These beard models will eventually be implemented in-engine, allowing players to personalise their dwarf’s appearance to better reflect their individual preferences. This addition marks another step towards deepening the character customisation system within Depths of Erendorn. An example of the work completed by the team can be seen below.

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Earthen Dwarf beard variations

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Programming

Client

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This week marked the final stages of Depths of Erendorn’s transition to Unreal Engine 5.5.4, with the Client team focusing on deploying the updated engine across the wider development team and resolving any installation-related issues as they arose. Thanks to thorough preparation, the upgrade process proved to be one of the smoothest in the project’s history, allowing development to continue with minimal disruption. Alongside the engine rollout, efforts were directed towards expanding the functionality of Sessions, enabling them to handle a broader range of actions that were previously restricted to the Combat system. This enhancement lays the groundwork for greater flexibility and consistency across different gameplay scenarios.

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Server

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Turning their attention to tools and systems that support gameplay clarity, the Server team spent last week enhancing the combat viewer to provide a more accurate representation of dungeon and world terrain. Rather than relying on flat tiles, the viewer now builds tiles from multiple triangles that deform to match the actual height of the dungeon floor, offering a far more faithful depiction of combat spaces. This upgrade was further expanded to visualise the server’s interpretation of the geometry, enabling the team to identify and resolve issues that were potentially affecting line-of-sight calculations. Alongside these improvements, scaling discrepancies in the x and y data were corrected, ensuring positional accuracy across the system. The server coordinator also received updates to act as an external storage solution for combat areas—a step towards creating persistent data even in the event of a server crash. Additionally, the combat viewer’s codebase was refactored to introduce a centralised event manager, bringing more consistency and control to how data is displayed and interacted with. Building on this progress, the team also implemented a Perlin Noise generator this week to handle experience distribution in open-world zones, introducing dynamic ‘hot spots’ of high XP that grow, shrink, and shift across the game world over time.

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Sound Design

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Continuing their work on building an immersive soundscape, the Sound team dedicated this week to recording and reviewing new environmental audio to further enrich the world of Depths of Erendorn. Alongside this, attention was directed towards developing new vocal layers for the Zullra, a formidable species of shapeshifting sandmen. The team has been experimenting with ways to make these vocalisations more dynamic, aiming to capture both the subtle, deceptive qualities of their hidden forms and the powerful, resonant presence they exude when revealing their true stature. These evolving sound layers will help convey the unique, eerie nature of the Zullra, reinforcing their mysterious and imposing role within the game’s desert landscapes.

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

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