As development of Depths of Erendorn continues, last week saw focused progress across multiple teams as they pushed forward with key systems, assets, and refinements. From major strides in creature and character preparation to backend improvements in performance and dialogue logic, each department contributed to strengthening both the technical foundation and immersive quality of the game. Highlights include further work on the Arcane Giant’s textures, automated set dressing experiments, deeper quest and event control, and continued improvements to character audio and behaviour, all combining to bring greater depth and polish to Erendorn’s evolving world. 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
This week, the 3D Modelling team advanced the Arcane Giant character towards in-game readiness by completing the retopology phase and transitioning into texturing. With the high-resolution sculpt now optimised into a game-ready mesh, attention has turned to defining materials and surface details that will enhance the visual identity of these towering spellcasters. The current focus is on establishing the base materials and layering in texture work that highlights the Arcane Giant’s magical nature, ornate armour, and imposing presence. As texturing progresses, the character is steadily moving closer to full integration into Erendorn’s expanding roster.

Set Piece Design
Set piece development in Erendorn continued to evolve last week, as the team focused on enhancing workflow efficiency and visual variety within the tented areas of the world. Procedural Content Generation (PCG) features were leveraged to begin automating parts of the set dressing process, an approach that is still being refined but already showing promise in accelerating asset placement. Alongside this, a number of new cloth and rug meshes are in development, aimed at enriching the interiors and surroundings of the tent spaces with more visual interest and narrative potential.
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Programming
Server
Focusing on a blend of performance optimisation and systemic refinement, the server team aimed at improving both gameplay experience and development flexibility. Dungeon loading and generation routines received targeted improvements to enhance stability, while updates to enemy AI, particularly for ranged units, now allow for more effective kiting behaviour and spatial awareness during combat. A number of backend systems were updated, including a shift to atomic operations in place of mutexes for thread-safe operations, improving performance under heavy read conditions. Additional changes to the events and dialogue systems introduced support for conditional dialogue text, integer-based storage for dynamic branching, and individual event toggling for more granular testing. Time-of-day restrictions are now respected during event spawning, and session weather can be overridden dynamically through event logic. Together, these updates not only enhance gameplay mechanics but also provide a more efficient framework for future development and testing.
Sound Design
The Sound team focused on expanding and refining character audio by developing new abilities for the Earthen Dwarf and enhancing overall sound identity across the roster. To address the shared qualities that can arise from similar source recordings, the team introduced a “character tone” approach, adjusting transient elements across abilities to better reflect the personality and role of each character. This tonal mastering helps differentiate sound effects between characters, making their actions feel more unique and grounded in their individual identities. Early tests of this approach, such as those applied to the Zentragal, are showing promising results as the team continues to develop a more distinctive and immersive soundscape.
Animation
This week, the Animation team continued streamlining the character animation library by identifying outdated or redundant assets and replacing them with improved versions. This cleanup helps maintain consistency across the project and ensures only the most up-to-date animations remain in use. In addition to this organisational work, early experimentation began on animal AI setups, laying the groundwork for more responsive and believable creature behaviours within Erendorn’s environments.

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