Over the past week, the team continued to balance content progression with system refinement across multiple disciplines, building on recent Alpha momentum. Character development advanced through ongoing armour production and animation updates, while questing and progression systems received further improvements to support clearer testing, more reliable reward handling, and smoother player feedback. Backend work focused on reinforcing data consistency and expanding event content, laying groundwork for both near-term playtesting and longer-term tooling. Together, these efforts reflect a steady push toward greater stability, clarity, and depth as Depths of Erendorn moves through its current development phase. 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
Over the past week, the 3D Modelling team continued advancing the Forest Druid’s equipment pipeline, shifting focus to the texturing phase of the fourth equipment set. Building on the completed retopology and UV work, the team has been defining material response, colour balance, and surface detail to ensure the set aligns with the Druid’s established natural aesthetic. Particular attention is being given to fabric weight, layered cloth construction, and subtle wear to reinforce the grounded, organic character of the design. As texturing progresses, this set is taking shape as a cohesive addition to the Forest Druid’s growing armour collection, maintaining visual consistency while introducing its own distinctive elements in preparation for final game integration.
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Programming
Client
This week, the Client team focused on improving quest visibility and testing support by bringing live markers for NPC groups in adventures online. This addition helps provide clearer feedback during quest validation and makes it easier to track event flow during active testing. While implementing this feature, the team identified several issues within the quest UI that caused updates to appear under incorrect entries, and work is ongoing to correct how quest state changes are mapped and displayed. Alongside these fixes, new placeholder assets were added for items tied to recently introduced events, ensuring the client remains aligned with expanding gameplay systems. Together, these updates strengthen the reliability of quest presentation and support smoother iteration as new content continues to come online.
Server
Over the past week, the Server team focused on strengthening progression reliability while continuing to expand the scope of Alpha content. A significant refactor was carried out on the ProgressionData system to ensure rewards and state changes are recorded and applied consistently, with improvements made to loot distribution so players now receive event and combat rewards correctly and without duplication. Related adjustments were made to loot container commands and logging flows, preventing the client from receiving repeated data and improving clarity during post-combat reporting. ProgressionData was also integrated into session data, allowing reconnecting players to remain fully synchronised with server state, while end-of-adventure progression handling received further refinement. Alongside this systemic work, entity death handling was cleaned up using stored enums for improved readability and maintainability. In parallel, development continued on new world events for the Alpha, broadening encounter variety, and groundwork was laid for a Discord bot to expose server administration and future playtesting features. Together, these updates reinforce backend stability while supporting ongoing content growth and testing readiness.
Animation
This week, the Animation team focused on adding greater personality and variety to character behaviour through a series of targeted animation updates. The Ogre received several improvements, including a new attack animation, an updated weapon, and an additional idle variation featuring a scratching motion, helping to break up static poses during longer pauses such as turn transitions or party wait states. A separate animation blueprint was also created for the merchant Ogre, enabling a more relaxed stance and a bespoke idle variation with subtle hand movement to better suit a non-combat role. Alongside these character-specific updates, the team continued implementing additional idle variations across the roster, refining and polishing existing animations as they progressed. Together, these changes contribute to more expressive, believable characters throughout Erendorn’s world.



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






