Development across the Depths of Erendorn project continued at a strong pace last week, with key contributions from each department helping to polish features, enhance visuals, and strengthen the underlying systems. From major progress on the Arcane Giant and new gear sets for the Forest Druid, to backend improvements aimed at boosting server performance and streamlining stat management, every area saw meaningful forward motion. Updates to the questing and vendor interfaces brought greater clarity to the player experience, while new visual effects work focused on optimising fire assets without losing their in-world readability. Together, these efforts bring the game one step closer to internal testing milestones and continue shaping a more immersive and responsive 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
The 3D Modelling team brought the Arcane Giants closer to game-ready status last week with the completion of their final texture passes. These newly detailed models now showcase the magical essence and imposing scale of the Giants, with material choices that highlight their arcane-infused armour and ancient power. With this major milestone complete, the team has begun early work on new gear sets for the Forest Druid, aiming to expand the visual variety and thematic depth of this character’s equipment. Development of these sets is now underway, forming the next step in broadening the game’s pool of wearable assets.

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Programming
Client
Last week, the Client team focused on a series of fixes and feature finalisations aimed at improving both the clarity and stability of the questing and vendor systems. Improvements to quest marker functionality included automatic focus on relevant markers when opening the quest book, and the addition of markers to the main map screen to better guide players through objectives. Visual updates were made to the map interface, with text size adjustments helping to differentiate between region names and fast travel points. On the vendor side, placeholder item stats were removed, and missing data for consumables was resolved through updated parsing. In the background, efforts continued to expand how quest data updates are validated against active quests, reducing the likelihood of erroneous updates or duplicate entries appearing on the client. These refinements contribute to a more responsive and intuitive experience for players interacting with quests and in-game merchants.
Server
Last week, the Server team focused on a mix of fixes and foundational improvements as development continues toward the upcoming Friends & Family Alpha milestone. A key update involved overhauling the way stats are handled for entities, introducing a new inheritance system that allows base classes to pass down attributes to their extended counterparts. This drastically reduced the number of stored stat entries in the database, from around 25,000 to just 900, bringing improved efficiency and paving the way for better scalability as more characters are introduced. Additional fixes targeted dungeon-specific issues, including projectiles not properly broadcasting their effects, NPC abilities ignoring cooldowns, and enemies spawning inside dungeon walls. Preliminary groundwork was also laid for saving player character locations in open-world events, while early development began on a new Entity Editor that will eventually expand the project’s internal toolset.
Other work that was completed:
- Pings now work again in dungeons.
- Dev cheats were added to dungeons however this task needs more work.
- Character leveling up was fixed (broken during stats refactor).
- XP and Gold gain from combat was fixed (broken during stats refactor).
- Fixed consumable item scaling.
Visual Effects
This week, the VFX team began rolling out a newly developed fire effect across several in-game blueprints, replacing older versions in an effort to boost overall performance. The updated flame runs significantly smoother, offering a noticeable improvement in resource efficiency without sacrificing visual presence. While stylistically the new effect leans towards a more interpretive aesthetic, care is being taken to ensure it still reads clearly as fire within the game world. Ongoing tweaks will continue to refine its look and feel, balancing artistic expression with functional clarity to maintain immersion and readability across Erendorn’s environments.

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