Development has continued across several key areas of Depths of Erendorn this week, with the team balancing technical improvements, gameplay systems, and character development as the project moves towards its next milestones. Work has progressed on the Tavern Master as the character moves through the production pipeline, while animation testing and equipment fixes continue to improve the consistency of abilities and character presentation. At the same time, significant server-side development has strengthened combat stability, expanded dungeon functionality, improved enemy behaviour, and brought more adventure events into testing. Together, these efforts continue to build upon the game's core systems while adding greater depth, reliability, and detail to the world of Depths of Erendorn. 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
The Tavern Master has continued moving through the production pipeline this week, with the 3D Modelling team progressing the character from its completed sculpt towards a fully game-ready asset. Retopology was carried out to create an optimised mesh while retaining the detail established during the sculpting stage, before the team moved into UV unwrapping to prepare the model for texturing. With the UVs now in place, work has progressed into the texturing phase, where the team is beginning to define the Tavern Master's materials, surface detail, and overall appearance. These latest stages bring the character closer to in-game implementation and further establish another key NPC within the settlements of Depths of Erendorn.
.png)
.png)
.png)
Programming
Server
Recent development on the server side of Depths of Erendorn has focused on strengthening combat reliability while laying the foundations for larger and more complex gameplay experiences. The team has addressed a range of stability issues, including crashes around combat starts and enemy spawning, while ensuring combat state is correctly cleared when players die or escape to prevent stat changes carrying over between encounters. Alongside these fixes, work has progressed on fully implementing the game's adventure events, with previously disabled content now being brought back online and tested ahead of future milestones. A major step forward has also been made with the introduction of a multi-floor dungeon system, allowing players to freely explore individual floors with enemies spawning throughout and combat being triggered through proximity and room entry.
The team has also rewritten ranged enemy decision-making to improve performance and reliability when navigating varied terrain, while broader server optimisation has reduced lock contention and unnecessary processing across several core systems. Further improvements include class-based equipment restrictions, crafting and item balance adjustments, increased combat XP rewards, consumable reliability fixes, and expanded logging and monitoring through SigNoz. Behind the scenes, enhanced authentication, Discord administration tools, ability auditing, and development workflows continue to provide a stronger and more secure foundation for testing and future content.
Animation
Over the past week, the Animation team has continued testing and refining the game's expanding ability roster, helping identify remaining gaps in the animation coverage for both class-specific and generic abilities. During this process, the team also resolved an issue with weapons appearing upside down by adjusting the weapon bones across the relevant animations and updating the weapon blueprint positioning to ensure equipment is correctly aligned during gameplay. These improvements help maintain consistency between character animations and their associated equipment, while further testing continues to highlight any remaining animation requirements. The latest updates are now prepared for implementation following the planned engine upgrade, allowing the team to continue refining and integrating the animation systems as development progresses.

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






