February Devlog | Week #3 | No. 358

Development
March 6, 2026
March 6, 2026

Over the past week, development across Depths of Erendorn has focused on advancing new enemy content, refining key locations, and strengthening the systems that support encounters throughout the world. Progress has been made across multiple areas of production, from character and environment work to improvements in backend tools and gameplay functionality. These updates continue to build momentum across both content creation and technical foundations, helping ensure that new areas, enemies, and encounters are supported by reliable systems as the game steadily moves forward in development. 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

During the past week, the 3D Modelling team completed the sculpting phase of the Sinker enemy, finalising its core forms and surface detailing before moving into retopology. With the high-resolution sculpt now defined, work has shifted toward rebuilding the mesh with clean topology to ensure efficient deformation, optimisation, and in-engine performance. This transition marks an important step from concept refinement to production readiness, bringing the Sinker closer to full integration within Depths of Erendorn.

Sinker model completed sculpt

Sinker enemy completed model

Set Piece Design

Over the past week, the Set Piece Design team brought the settlement wall revamp to completion, finalising the updated structures and ensuring the revised scale and material work integrate cleanly within the surrounding settlement. With this milestone reached, attention has shifted to the development of a new wooden modular kit for the quarry area. Early work has begun on establishing the core structural pieces that will define the quarry’s construction language, laying the groundwork for a cohesive and expandable asset set to support the evolving locations in Depths of Erendorn.

Updated wall models

Walls with gate implementation

Wide view of settlement wall asset pack

Programming

Client

During the past week, the Client team continued focusing on event handling and quest validation as progress moves closer toward a fully functional quest suite. Work included improving memory handling for the recently introduced map and compass functions to ensure they operate more efficiently during extended gameplay sessions. Ongoing testing also uncovered several new issues, including inconsistencies with Point of Interest displays and cases where multiple instances of the same quest were being registered when accepted. In close collaboration with the Server team, these problems are being investigated and addressed as the overall quest system steadily approaches a more stable and complete state within Depths of Erendorn.


Server

Throughout the past week, the Server team delivered a series of important system fixes and feature upgrades aimed at improving encounter design, gameplay reliability, and internal tooling. Several long-standing issues with interactables were resolved, ensuring they now correctly target and resolve against the intended object while also reporting their logs accurately to the client. Active effect handling was also improved so that effects applied outside of combat now resolve correctly rather than waiting for combat to begin.

A major overhaul of the zone NPC system was introduced, allowing NPCs to exist as solo entities or coordinated groups with shared behaviours, waypoint paths, faction teams, and optional AI overrides. Supporting tools within the combat viewer were expanded with new group editing panels, visual markers, and workflow improvements to make configuring zone encounters far more efficient. Alongside this, a critical dungeon progression issue was fixed to ensure item rewards are correctly preserved and distributed at the end of dungeon runs, supported by additional logging and a fallback distribution method. The team also refined the ability system and its editor, improving database reliability, adding new design fields such as crowd-control immunity support, and introducing clearer UI controls for ability configuration.

Environment Art

Over the past week, the Environment team continued refining the layout and readability of key locations across Erendorn. Terrain adjustments were carried out to better support recently added structures and points of interest, ensuring the surrounding landscape accommodates these areas in a natural and navigable way. Additional placement and environmental tuning helped reinforce the relationship between architecture and terrain, improving how new locations sit within the wider world. These ongoing refinements strengthen exploration flow and visual cohesion as the game’s environments continue to expand.

Work in progress dense forest in the initial area

Entry to dense forest

Dense forest shown in the landscape

Animation

Over the past week, the Animation team began preparatory work for the upcoming Minotaur boss encounter, creating skeletal mesh variations for both the boss and its accompanying minions to support greater visual diversity and encounter depth. Initial attack animations are now in development, laying the foundation for a more dynamic and imposing combat presence once implemented in-game. Alongside this, several existing Animation Blueprints were reviewed and cleaned up within the engine to improve structure, consistency, and maintainability across multiple characters. Further polish and refinement will follow as the new assets are integrated and tested, ensuring they meet the gameplay and performance standards of Depths of Erendorn.

Minotaur boss enemy and its minions

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

LATEST NEWS

March 6, 2026
2026-03-06 19:00
March 6, 2026
Development
February Devlog | Week #3 | No. 358
Over the past week, development across Depths of Erendorn has focused on advancing new enemy content, refining key locations, and strengthening the systems that support encounters throughout the world.
February 27, 2026
2026-02-27 19:00
March 6, 2026
Development
February Devlog | Week #2 | No. 357
Over the past week, development across Depths of Erendorn has centred on strengthening combat depth, world presence, and system reliability ahead of continued testing.
February 13, 2026
2026-02-13 19:00
February 13, 2026
Development
February Devlog | Week #1 | No. 356
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.
February 7, 2026
2026-02-07 13:00
March 6, 2026
Development
Monthly Devlog | January 2026 | No. 84
January marked a month of steady consolidation and forward momentum across the project, with the team balancing core system development, content expansion, and refinement following recent testing phases.
VIEW MORE..