December Devlog | Week #1 | No. 351

Development
December 12, 2025
January 28, 2026

Over the past week, the team made focused progress across content creation, world building, and backend systems, continuing to strengthen both the foundations and forward momentum of Depths of Erendorn. Efforts ranged from advancing class-specific equipment and improving environmental readability within the opening zone, to reinforcing server-side systems that underpin progression, rewards, and player movement between servers. Together, these updates reflect a steady push toward greater stability, clearer player direction, and a more cohesive game experience as development moves ahead. 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 made solid progress on expanding the Forest Druid’s equipment line up, completing the texturing phase for the third equipment set and moving the next set further along the pipeline. With equipment set three now fully textured, final material definition and surface detail have been brought together to deliver a cohesive, game-ready presentation that aligns with the class’s established natural aesthetic. In parallel, work began on the fourth equipment set, with retopology and UV unwrapping completed to prepare the asset for efficient in-game use. These steps continue to build momentum across the Forest Druid’s gear progression, ensuring a steady flow of high-quality, optimised equipment ready for upcoming production stages.

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Equip set three finalised textures

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Retopology for Forest Druid's fourth equipment set

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Programming

Server

Over the past week, the Server team concentrated on stabilising and extending several core backend systems, with a strong emphasis on progression reliability and server transitions. The newly refactored player server transfer system was introduced and iteratively fixed as it was tested across its various use cases, resolving a number of edge cases encountered during live validation. ProgressionData then received significant attention, with partial progress tracking enabled to allow gold, XP, and item rewards to be applied in a granular and controlled manner, preventing issues such as duplicate reward application. This update also improves how reward data is communicated to the client, supporting future features such as detailed adventure summaries. As part of this work, several underlying bugs were addressed by consolidating recipient tracking to a single identifier, removing inconsistencies that had caused progression errors. Additional fixes ensured XP and gold earned during combat, as well as post-combat looting results, are now reliably sent to the client. Alongside these stability improvements, the team began developing a new set of events planned for the alpha and continued backend work on hero location tracking. Loot-related logging was also refactored to provide clearer and more accurate reporting at the end of combat and during corpse interaction, further strengthening transparency and reliability across gameplay systems.

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Environment

Over the past week, the Environment team focused on strengthening navigation, visual interest, and player guidance across Zone One of Erendorn. A new road system was implemented to help define travel routes, dynamically clearing grass and placing road meshes that project cleanly into the Runtime Virtual Texture as a flat surface, with further work underway to handle tree and rock removal along these paths. World building progressed with the introduction of a quarry area, adding a distinct point of interest and environmental variety, alongside the first phase of an ancient ruins location, now one third complete and beginning to establish its presence within the zone. In parallel, the world tree was rebuilt at a higher visual fidelity while achieving improved performance under the current Unreal Engine 5 setup. Together, these updates enhance readability, exploration flow, and environmental identity as the opening region of Erendorn continues to take shape.

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Improved Hero Tree in engine

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Concept road layout in the initial area

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Improved cliffs around waterfall area

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Ruins in initial area

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Ruins leading up to Hero Tree area

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

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