Over the past week, development across Depths of Erendorn has focused on strengthening both the player experience and the systems that support it. Progress has been made in refining character assets, improving world responsiveness, and expanding the depth of environmental and audio immersion. Alongside these updates, continued work on social systems and NPC behaviour is helping the world feel more active and interconnected. Together, these efforts push the game toward a more cohesive and engaging experience as development continues. 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 completed a milestone on the revised Dwarf base character, finalising the sculpt and bringing its updated proportions and detail work to a close. With the high-resolution model defined, the team moved through retopology and UV unwrapping, producing a clean, optimised mesh ready for texturing and in-engine use. These steps ensure the character is both visually refined and technically prepared for the next stage of production, strengthening the foundation of character assets within Depths of Erendorn.
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Programming
Server
Across the past week, the Server team delivered a broad range of backend and gameplay improvements aimed at increasing responsiveness, expanding social systems, and strengthening world interaction. Core networking was upgraded through a shift to a more efficient binary communication format across both server and client, reducing message size and improving overall performance, supported by refinements to command processing and tick timing for faster response during gameplay.
In parallel, early groundwork was established for a new Looking-For-Group system, with server-side matchmaking now active and ready for future client integration. World updates also introduced improved settlement guard behaviour with new patrol routes, helping populated areas feel more alive. Event systems were further expanded to support ability-driven interactions without direct sources, while dungeon functionality continued to evolve through integration with the updated event framework and improved quest reward visibility on boards.
Sound Design
Throughout the past week, the Sound team continued expanding and refining the game’s audio library, with a focus on event-driven sound design and environmental immersion. New sounds were created for a range of events, with additional work carried out to adapt and reuse existing assets through subtle modifications to maintain consistency while improving efficiency. Older audio assets were also revisited, receiving upgrades in both design quality and source material. Alongside this, a significant effort was made toward an ambient audio overhaul, including new field recordings captured in remote locations to enhance authenticity and depth across different environments.


Animation
The Animation team focused on expanding NPC behaviour and bringing more life to the world through varied character actions. Work included implementing archer characters with idle and shooting animations that trigger at random intervals, helping encounters feel less predictable and more natural. Alongside this, additional idle states and activities such as sitting and working were introduced across NPCs, enriching environmental storytelling and making settlements and populated areas feel more dynamic. These updates contribute to a more immersive and responsive world within Depths of Erendorn.


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






