Over the past week, the team continued to push Depths of Erendorn forward through a combination of asset completion, technical refinement, and focused polish driven by recent testing. Key character and environment assets moved closer to final readiness, while ongoing audio and visual effects work concentrated on improving reliability, readability, and integration across core gameplay systems. Alongside this, practical preparation for upcoming builds and in-engine iteration helped surface issues early and guide the next round of improvements. Together, these efforts reflect steady progress across multiple disciplines as development continues to build momentum. 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
Closing out the week, the 3D Modelling team completed the Forest Druid’s base character, bringing this core asset to a finished, game-ready state. With the base finalised, the team produced new renders showcasing the Druid wearing her latest equipment sets, highlighting how the completed character model integrates with the full range of armour designs. Examples of the work completed by the team can be seen below.


Set Piece Design
Over the past week, the Set Piece Design team continued refining the new outpost location, focusing on preparing the modular asset set for efficient in-engine use. All core outpost assets have now been fully UV unwrapped, establishing a solid foundation for upcoming texturing work. In parallel, PLA assets are being developed to streamline set dressing and allow for quicker iteration when assembling the location, with this process still underway. Minor adjustments are also being made across the asset set to improve consistency and usability, while decorative and ornamental props remain planned for a later pass.


Programming
Client
Over the past week, the Client team concentrated on bringing core activity systems into a stable state ahead of the recent alpha test, working closely with the Server team through extensive testing and iteration. Key improvements were made to dialogue-driven progression, ensuring quests advance correctly, while Points of Interest and their associated markers were corrected to display reliably on the map. The team also resolved issues affecting the accuracy of profession information within the UI, improving clarity during gameplay. Following the alpha, efforts shifted toward tracking down remaining issues, with a particular focus on UI inconsistencies related to progression and a newly identified dialogue problem triggered after friendly entities enter combat. These continued refinements are helping solidify the client experience as testing expands.
Server
Over the past week, the Server team delivered a substantial round of system development and stabilisation, spanning both preparation for and follow-up from the friends-and-family alpha. Key efforts included bringing the world boss feature fully online, introducing new zones and world locations for the event system, and implementing a gameplay metrics pipeline to power Discord leaderboards. Significant backend improvements were made across progression, experience gain, loot distribution, vendor transactions, and entity session handling, resolving several long-standing edge cases uncovered during testing. During and after the alpha, the team introduced scheduled server restarts with in-game and Discord notifications, expanded admin messaging tools, and enhanced leaderboard functionality based on XP and gold earned. Multiple critical issues encountered during live play were addressed, including dungeon reward failures, XP cap overflows, server transfer instability, cache data inconsistencies, and missing starting equipment for new characters. Additional work improved live data reloading, introduced temporary access windows for controlled testing, and refined AI timing to better support animation playback. Together, these updates significantly strengthen backend reliability, operational control, and large-scale testing readiness as Depths of Erendorn moves forward.
Work for this included:
- Discord bot service online.
- Limited game cheats to admins.
- Fix for levelling up causing desynced stats.
- World locations system.
- Remove unbalanced item event.
- Experience gain from combat fixed.
- World Boss spawning system.
- Shoreline and some new areas were defined.
- Entity session join order fixed to stop duplicated entities in the world.
- Vendor transactions now update the gold stat for the player.
- World boss points metrics system.
- Dungeon completion event system triggers added.
- ProgressionData system refactored to ensure no data is lost and adventure summaries were correctly populated.
Sound Design
Over the past week, the Sound team concentrated on supporting the Revenant’s ability development while preparing the audio build for wider testing. A focused pass was carried out on ability-related sounds to ensure they were ready for integration, with additional attention given to overall readiness ahead of the latest build. Alongside this, the team spent time playing through current content to identify audio-related issues, noting bugs, missing sounds, and areas requiring adjustment. These observations are now feeding into the next round of fixes and refinements, helping to improve consistency and reliability across Erendorn’s evolving soundscape.
Visual Effects
Over the past week, the VFX team focused on addressing a wide range of issues identified during recent testing, working through a detailed feedback list to improve effect reliability and clarity. Several abilities were corrected to prevent unintended behaviour, with effects such as Gutting Wound and Rush no longer persisting indefinitely in the world, and visual adjustments ensuring Shift Strike and Revenge Thrust no longer obscure player vision. Additional fixes were applied across abilities including Heaving Blow, Ancestral Focus, Aquatic Swiftness, Arcing Strike, and Hunting Spear, with the correct effects now properly connected within their blueprints. The team also identified and resolved a cascade emitter spawn rate issue that was preventing many effects from rendering at all, restoring expected behaviour pending in-game verification. Alongside these fixes, early experimentation began on a revised visual treatment for the town portal, exploring ways to improve its presence and readability within the environment.
That’s it for this week’s devlog, but have you seen our monthly roundup of December yet?!






