August Devlog | Week #2 | No. 382

Development
September 4, 2026
September 4, 2026

Across the latest development work, the team has continued making steady progress across the systems, characters, and audio that help shape the world of Depths of Erendorn. Work has ranged from refining character assets and preparing them for their final visual passes, to strengthening the reliability of combat, events, and consumable systems on the server side. Alongside these gameplay and visual improvements, the Sound Team has been expanding the audio library with new ability effects for the Watertargs and developing dedicated environmental recordings for the Ice Caves. 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

Following the recent texturing work on the character, the 3D Modelling Team has now brought the current texture pass to a solid stopping point before moving into the next stage of development. Attention is now shifting towards the character’s hair assets, with the team working to complete these elements before returning to the main model for a final texture pass. This final stage will provide an opportunity to review the character as a whole, refine any remaining areas, and ensure the textures work cohesively across the model before the asset moves further towards completion. With the main texture work now largely in place, the continued focus on hair and final visual adjustments is helping bring the character closer to its finished in-game appearance within Depths of Erendorn.

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Tavern Master current texture progress

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Programming

Server

With recent work focused on strengthening the reliability of the game’s core systems, the Server Team has been investigating issues surrounding combat encounters not ending correctly, identifying potential causes and implementing fixes to improve combat state handling. Alongside this, the team has continued addressing bugs within the re-enabled adventure events, helping ensure these encounters function correctly now that they have returned to the game. Further testing has also been carried out on consumables, with issues identified and resolved to improve how these items behave when used during gameplay. Together, these efforts are helping improve the stability of combat and event systems while ensuring key gameplay interactions continue to work reliably as development progresses across Depths of Erendorn.

Sound Design

Building on the recent ability audio work, the Sound Team has continued expanding the game’s audio library with a focus on creating more original source material for upcoming content. New magic audio layers have been recorded and edited specifically for the Watertargs, giving their newer abilities a distinct sound palette rather than relying on previously created effects. The team has also begun developing a dedicated ambience library for the Ice Caves, recording new environmental sounds that can be heavily processed and layered into the cave soundscape. Elements such as rain and flowing streams provide useful source material, as pitching and slowing these recordings can create broad, fluctuating rumble and low-frequency layers that help give the environment greater depth and atmosphere. Together, this work is helping reduce overlap between the audio identities of different cave environments while providing more varied and reusable sound assets for the continued development of Depths of Erendorn.

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Environment Art

A major technical transition has taken place within the Environment team this week, with development moving to Unreal Engine 5.8.2 through the Epic Games Launcher and the previous source built engine being retired. Alongside this upgrade, the team has begun rebuilding the foliage and terrain workflows for terrain workflows for the world, introducing new Megascans vegetation and transitioning foliage scattering towards the PCG Biome Core system. Mesh Terrain has also been successfully introduced, with the existing landscape converted and aligned to the original terrain while work continues on adapting the landscape material system to support the new workflow. Key material features, including snow-by-altitude, macro variation, and terrain surface layers, are being carried across through a new channel-based setup, while grass output and visibility masking are being intentionally removed as ground cover is transferred to the new biome scattering system. These changes establish a more flexible and scalable approach to terrain and foliage generation, providing a stronger foundation for the continued expansion and optimisation of the world of Depths of Erendorn.

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Mesh Terrain introduced into the world

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Mesh Terrain geometry

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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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