Across the past week, development continued to gather pace as the team delivered progress across character art, environments, backend systems, audio, and combat features. Visual work pushed key assets forward, from refining the Forest Druid’s base presentation to advancing the outpost location and bringing the Revenant’s abilities into a playable state. At the same time, major backend improvements strengthened authentication, progression handling, and event readiness, while audio and animation updates laid important groundwork for clearer, more characterful combat encounters. Together, these efforts reflect a focused step toward deeper gameplay stability and stronger class identity as Depths of Erendorn continues to take shape. 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 focused on refining the Forest Druid’s base character by completing a new texturing pass on the core model. Work centred on testing and evaluating different wood grain directions within the skin to find the most natural and cohesive flow across the character’s form. With this exploration complete, the base texture was finalised with the addition of new tattoo details, adding visual interest and reinforcing the Druid’s cultural and natural identity. These updates enhance the depth and character of the Forest Druid at a foundational level, supporting greater visual richness across all equipped gear and customisation options.


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Set Piece Design
Over the past week, the Set Piece Design team continued developing the new outpost location, advancing its modular asset set through ongoing texturing and material refinement. Work focused on iterating on both tile and trim materials to establish a consistent surface language across the outpost’s structures, ensuring they read clearly and cohesively when assembled in-world. These passes help define the overall look and construction logic of the location ahead of further detailing. With the core materials progressing, the groundwork is now in place for the addition of decorative assets, which will bring greater depth and lived-in character to the outpost in future updates.
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Programming
Client
Over the past week, the Client team returned focus to activity and quest systems, concentrating on testing, validation, and resolving persistent UI issues uncovered during play. A significant portion of the work involved investigating problems with quest presentation, including cases where entries were being removed from the interface prematurely. The root cause was identified in the objective flow logic, where completion checks were occurring before newly added objectives were appended, and corrective work has been carried out to address this behaviour. In parallel, the team explored fixes for newly surfaced issues affecting the display of points of interest on the world map, with ongoing iteration aimed at improving consistency and reliability. Together, these efforts strengthen quest readability and improve the overall clarity of player-facing systems as content continues to expand.
Server
Across the past week, the Server team concentrated on strengthening Erendorn’s backend infrastructure while continuing to expand and validate new gameplay systems. A major focus was the introduction of a new authentication framework, including the migration of login token key generation to a centralised service to support easier scaling of login servers, improved security through key rotation, and the use of revocable and refreshable tokens across game and service layers. Service health tracking was also enhanced to allow quicker detection and response to outages, alongside improvements to the server agent responsible for restarting and updating live services. In parallel, the Progression Data structure was refined to better support parent and child progression relationships on the client, and a new event block was introduced to enable additional random events. With these systems in place, the team has since moved into a testing and bug-fixing phase, validating newly added events and their supporting systems to ensure stability and readiness as development continues.
Environment
Over the past week, the Environment team continued building out Erendorn’s world structure with a series of foundational updates across terrain and points of interest. River and lake placeholders were implemented to better define water flow and landscape composition, supporting future visual and gameplay passes. Collision issues on tree assets were also addressed, improving traversal and interaction throughout forested areas. Alongside these refinements, a new ruins location was introduced to expand environmental variety and exploration opportunities. Work also progressed on improving PCG-driven flower spawning, with ongoing adjustments aimed at achieving more natural distribution and density. Together, these updates further strengthen the readability, functionality, and sense of scale across Erendorn’s evolving environments.



Sound Design
Over the past week, the Sound team focused on preparing the groundwork for the Revenant’s new ability audio while refining their production workflow. With the latest batch of recordings cleaned up, attention shifted toward developing sound concepts that can be synchronised once the new ability visuals are finalised. In parallel, adaptable texture-based sound assets were prepared to allow rapid iteration, supported by a new synth-driven approach that enables effects to be performed and layered live in a foley-style pass. This method also supports stronger sonic identity across characters by allowing abilities to be expressed in varied tonal ranges. Together, these efforts streamline future sound integration while laying the foundation for more distinctive and responsive audio design across Erendorn’s expanding roster.
Animation
Across the past week, the Animation team continued expanding Erendorn’s combat animation library, with focused updates to the Revenant’s ability set. Several new spell animations were introduced to broaden the class’s visual language and improve the clarity of its spellcasting during combat. Alongside this, the Revenant’s attack animation was adjusted to refine timing and motion, helping it read more clearly and feel better aligned with gameplay flow. These updates strengthen class identity and contribute to a more responsive and varied combat experience as animation development progresses.

Visual Effects
This week marked an important step in combat development with the first full pass of the Revenant’s ability animations brought online. These initial implementations establish the core visual language of the class, providing clearer feedback and a stronger sense of identity during spellcasting and combat actions. Alongside this, work supported the introduction of a new boss enemy in the opening area, ensuring its abilities and presence read clearly and feel impactful during early encounters. Together, these updates help define the tone of early combat experiences while laying a solid foundation for further iteration and polish.

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






