January Devlog | Week #3 | No. 260

January 25, 2024
February 7, 2024

In the past week at Depths of Erendorn, the Set Piece Design team explored cloth physics for banners, completed wall-mounted torch props, and created diverse bed variations. The Client-Side Programming Team refined the Dry Log system, introducing improvements to the Dry Test Environment. The Server Team focused on integrating the new navigation system, addressing entity placement and movement. The Sound Team revamped and created impactful sound effects. Meanwhile, the Animation team demonstrated technical prowess by crafting the centaur's base rig. 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!

Set Piece Design

In the recent week, Depths of Erendorn's Set Piece Design team delved into various projects, exploring enhancements to environmental elements. The team investigated the addition of cloth physics to banners, a promising endeavour that awaits testing for practical implementation. Concurrently, the completion of wall-mounted torch props added functional and aesthetic elements to the game environment. A notable accomplishment was the creation of three bed variations, aligning with conceptual designs and adding diversity to in-game settings. The week concluded with team and art/engine-focused meetings, fostering collaboration and ensuring alignment with overarching development goals. An example of the team's accomplished work throughout the week can be explored below.

Additional props in engine



Much like the previous week, this one for the Client-Side Programming Team was dedicated to fine-tuning the Dry Log system. The focus remained on implementing necessary adjustments, particularly concerning new data types and structures, with a primary emphasis on testing entities, active effects, and abilities. In parallel with these efforts, the team directed attention to the refinement of the Dry Test Environment. Building upon the workflow established in the previous week for Dry Template creation, several new features were introduced to facilitate the processes of saving, loading, and running Dry Templates. Furthermore, there were enhancements made to the types of parameters utilised by Dry Templates for simulating abilities, accompanied by user interface improvements during the creation phase. Additional work completed by the team can be seen below.

  • Added name fields for a selection of logs that were missing them.
  • Adjusted the functions and parameters required for running ability logs and added some new parameter types and entry widgets to handle them.
  • Cleaned up some of the very messy pipeline around referencing entities we'd spawned in the test environment.
  • Added the ability to save a Dry Template.
  • Added the ability to browse and load Dry Template data.
  • Gave the log panel the ability to apply template properties for each property type.
  • Improved how array parameters are handled.
  • Implemented a move up/down function for template log editing.


This week, the Server Team has been dedicated entirely to integrating the existing systems in both the client and server with the new navigation data/system, as mentioned in the previous week's devlog. Progress has been made in sorting out entity placement, and movement is on the verge of being fully functional once again. However, it's important to note that this process is time-consuming, given the numerous fundamental changes implemented across the entire project. The upcoming period will be devoted to seamlessly integrating these changes and ensuring the cohesiveness of the overall system.

Sound Design

In the realm of audio craftsmanship, the Sound Team at Depths of Erendorn dedicated their efforts to refining the auditory landscape of the game. Last week, substantial progress was achieved through the update of existing and creation of new sound effects for various abilities. The focus was not merely on the addition of new sounds but on enhancing the quality and distinctiveness of each. Addressing concerns of muddiness in some older versions, the team meticulously cleaned up the audio, ensuring a clearer and more impactful auditory experience. This initiative aligns with the team's commitment to creating an immersive and dynamic soundscape that seamlessly integrates with the overall gaming experience. Examples of their work on revamped and newly created sound effects can be explored below.


In the ongoing development cycle, the Animation team at Depths of Erendorn demonstrated sustained progress by continuing the processes initiated in the previous week. A significant stride was made with the creation of the base rig for the centaur, laying the foundation for future developments once the final mesh is ready. Navigating the challenges inherent in working on a character with multiple movable joints, the team showcased technical proficiency and adaptability. Looking ahead, the focus remains on refining animations for the centaur, a task that will be undertaken in collaboration with the 3D Modelling team upon the finalization of the mesh. This forward-looking approach and commitment to seamless collaboration underscore the team's dedication to bringing dynamic and authentic characters to life in Depths of Erendorn. An examples of their work and the base rig creation can be explored below.

In progress rig for the Centaur enemy

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


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