August Devlog | Week #2 | No. 337

Development
August 22, 2025
January 28, 2026

Development across Depths of Erendorn pressed forward on multiple fronts this week, with each team contributing to the growth and refinement of the game’s systems, assets, and environments. From advancing creature sculpts and reworking animations to expanding quest functionality, optimising performance, and enhancing the world with new props, audio, and environmental detail, progress has been steady and wide-reaching. These combined efforts continue to strengthen both the technical foundation and the immersive qualities of Erendorn, bringing the project closer to delivering a rich and responsive gameplay experience. 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

This week, the 3D Modelling team brought the sculpting phase of the Arcane Giants to completion, finalising their towering forms and distinctive armour designs. With the high-resolution sculpts now established, focus has shifted to retopology—an essential step in preparing the models for animation and integration into the game. This process ensures that the Arcane Giants retain their imposing silhouette and intricate detail while being optimised for performance, moving them one step closer to joining Erendorn’s roster of powerful summons.

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Arcane Giant finished models

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Set Piece Design

This week, the Set Piece Design team expanded the visual detail of Erendorn’s tent areas by creating additional assets for set dressing, enriching these spaces with more depth and character. New Megascans resources were imported and reworked into optimised, game-ready models, complete with clean topology and consolidated into a single texture atlas for improved efficiency. A fresh pack of tileable fur textures was also introduced, designed for use on rug models to add variation and authenticity to interiors. To support performance, shaders for props were further optimised, ensuring the growing collection of assets remains both visually striking and technically efficient.

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Assortment of encampment assets

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Programming

Client

This week, the Client team continued refining the quest marker system, making significant progress in ensuring Points of Interest display reliably across both settlement and adventure contexts. Initial functionality, which focused on broad area markers, has now been expanded to support NPCs and interactable objects, giving players clearer guidance when navigating quests. Alongside these improvements, several issues related to scaling, positioning, and conflicting files were resolved, stabilising the feature for more consistent use. In the process, the team also identified opportunities for future optimisation in how quest data is handled, laying the groundwork for a more efficient and responsive system going forward.

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Server

The Server team dedicated this week to strengthening core systems and refining tools, with a particular emphasis on dialogue and event functionality. The Dialogue Editor received both backend fixes and new usability improvements, including a manual save option and enhanced response handlers that allow specific code to be triggered by player choices. Event systems were expanded with a new block enabling positions to be anchored to entities, alongside adjustments to event location handling to better support these scenarios. Broader performance updates included refactoring world chunk activation to reduce lock contention, improving time-of-day XP weighting for more balanced progression, and adding defensive safeguards to prevent invalid developer commands from causing crashes. Several stability fixes were also delivered, addressing issues with dungeon entrances, client soft-locks when connecting to dungeons, and crashes related to excessive movement commands. To round off the week, the team completed all existing dialogues for open-world events and began work on optimising dungeon loading, further preparing the server for upcoming gameplay demands.

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Sound Design

This week, the Sound team balanced ongoing organisation with new creative progress, continuing the process of streamlining legacy files and updating tracking sheets to keep the expanding audio library manageable and efficient. Alongside this, work advanced on refining and expanding ability sounds, with updates made to existing effects and fresh designs introduced for the Earthen Dwarves. These additions will help emphasise the unique character and playstyle of the faction, while the broader organisational work ensures smoother integration and scalability for future content.

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Environment Art

This week, the Environment team directed their efforts toward supporting upcoming world events by preparing key assets and refining terrain systems. The “world tree” was re-imported with corrected textures, providing a strong visual centrepiece—though it may serve as a placeholder until the new tree creation workflow is introduced. Alongside this, work began on addressing a terrain material issue where certain quadrants were appearing blurry or failing to load properly due to mapping behaviour. By exploring new material approaches to resolve this, the team is laying the foundation for more reliable and visually consistent landscapes across Erendorn’s environments.

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Hero Tree reimplemented into the engine

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Animation

This week, the Animation team finalised a rework of the Minotaur’s animation set, updating its full range of movements to align with recent changes made by the 3D Modelling team. The adjustments ensure that locomotion and combat actions now match the updated proportions and details of the model, preserving fluidity and impact while maintaining visual consistency. With the revised set complete, the Minotaur is fully prepared for gameplay implementation.

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Updated Minotaur animation set

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

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