Over the course of the past week, development efforts spanned new enemy creation, world-building milestones, and major backend tooling improvements across Depths of Erendorn. From the early blockout of a formidable new foe to the completion of key settlement structures and the introduction of powerful live world-editing and monitoring tools, the team has continued strengthening both the game’s content and its underlying systems. These combined updates expand Erendorn’s roster, refine its environments, and enhance the infrastructure that supports ongoing iteration and testing as development moves forward. 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 began early development on a new fierce enemy, the Sinker, starting with a foundational blockout pass to establish its core proportions, silhouette, and overall presence. This initial phase focuses on defining the creature’s shape language and scale within the world, ensuring it reads clearly and carries the intended weight and threat level during encounters. With the primary forms now taking shape, the groundwork has been laid for further sculpting and refinement as the Sinker progresses toward becoming a fully realised addition to Erendorn’s growing roster of enemies.
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Set Piece Design
During the past week, the Set Piece Design team brought the core outpost buildings to completion, finalising the primary structures that define the location’s layout and architectural identity. With the main construction phase now wrapped up, attention is shifting toward minor adjustments to ensure consistency, scale alignment, and clean integration within the surrounding environment.

Programming
Server
During the past week, the Server team delivered a substantial suite of tooling and gameplay improvements aimed at strengthening world iteration and live oversight. A new 3D map editor was integrated into the admin dashboard, allowing the team to visualise the world exactly as the server interprets it, including terrain, zones, settlements, points of interest, and world bosses. This tool now supports editing travel networks, adjusting XP mappings, placing bosses and events, and managing settlement vendors, greatly accelerating content iteration. Alongside this, a live session viewer was introduced, enabling real-time inspection of entities, items, events, combat logs, and player progression to support faster diagnosis and clearer insight into gameplay flow. On the systems side, refinements were made to the Perlin-based XP variance used for enemy group spawning, a settlement quest spawn issue was resolved, and bugs affecting random entity selection for abilities were corrected. Enemy rank progression was also balanced to distribute upgrades more evenly within groups, reducing erratic difficulty spikes and producing more consistent encounters.
That’s it for this week’s devlog, but have you seen our monthly roundup of January yet?!






