As development on Depths of Erendorn continues to progress, several teams have been pushing forward with updates aimed at deepening both the visual and gameplay experience. From creature redesigns and character animations to foundational backend improvements, last week each department contributed to shaping new and improved content. Highlights include the continued evolution of the Boar enemy by the 3D Modelling team, final implementation of the Necromancer’s animation set, and expanded functionality within the Server team’s growing event system; all of which move the project closer to a richer, more immersive world. 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
Building on recent work around enemy redesigns, the 3D Modelling team turned their attention to remaking the Boar creature last week. The goal is to enhance the visual identity of this early-game enemy with a more compelling and recognisable silhouette, while ensuring it aligns with Erendorn’s broader creature design language. This remake aims to bring stronger anatomical structure and more defined details to the model, creating a creature that feels both grounded and distinctive within the world. Work is ongoing, with further refinements planned to polish the final sculpt and ready it for animation and implementation.

Programming
Server
Progress on Erendorn’s evolving event system continued last week, as the Server team focused on bug fixing, feature refinement, and usability improvements to support upcoming quest content. A major addition came in the form of ActivityPOIs—new map markers that allow world events and quests to be visually represented on the player’s map, aiding both immersion and navigation. Alongside this, a range of system-level fixes were completed, including improvements to event block ordering, input handling, container logic, and reward generation. Several bugs were also addressed, such as quest commands failing to send responses to the client and issues with adventuring post-quest acceptance. Updates to the event block templates rounded out the week, enabling more consistent and flexible event creation going forward. These upgrades are laying the technical foundation for more complex and reactive narrative systems within Erendorn.
Animation
This week, the Animation team concentrated on finalising and implementing the full animation set for the Necromancer character. With prior groundwork already in place, efforts were directed toward refining movement cycles, ability poses, and idle states to ensure a cohesive and expressive performance. These animations were then successfully integrated into the engine, marking a key milestone in preparing the Necromancer for active gameplay. This update brings the character one step closer to full playability, helping to expand the growing roster of animated entities within Erendorn.
That’s it for this week’s devlog, but have you seen our monthly roundup of June yet?!