As development continues at a steady pace, last week saw multiple teams across Depths of Erendorn pushing forward with targeted improvements to both gameplay systems and visual worldbuilding. Progress ranged from backend enhancements and character system refinements to ongoing creature modelling and environmental polish. With each update, the game's core components are becoming more robust and expressive—whether through improved performance, clearer player customisation, or richer ambient design. The work completed lays another layer of foundation for the deeper interactivity and immersion the project continues to build toward. 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
Continuing from last week’s progress, the 3D Modelling team remained focused on the Boar enemy, advancing from the completed sculpt into the ongoing retopology phase. This process is essential for converting the high-resolution sculpt into an optimised, game-ready mesh while maintaining the creature’s defined shape and character. The updated design aims to deliver a more memorable and visually coherent addition to Erendorn’s creature line-up. Once retopology is finalised, the Boar will move into texturing and rigging in preparation for animation and eventual implementation.
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Set Piece Design
Bringing more life and variety to Erendorn’s coastal and riverside regions, the Set Piece Design team completed a new collection of watercraft assets last week. This included both small boats and medium-sized ships, crafted to support a range of environmental storytelling and potential gameplay use cases. These new models will help populate ports, docks, and waterfront settlements, adding layers of believability and visual interest to key exploration areas. With these assets now ready, the team continues to build out the environmental toolkit that shapes Erendorn’s rich and varied world.
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Programming
Client
This week, the Client team focused on improving the efficiency of the character creation system, with particular attention given to reducing the volume of data exchanged between server and client during setup. A major objective was to shift more of the process toward client-side handling, allowing for faster interactions and shorter server messages. In tandem with these optimisations, efforts were made to create a clearer distinction between class-specific and shared abilities—making it easier to identify what’s unique to each archetype. While the process briefly impacted broader functionality, the system is now restored and running with greater efficiency, laying the groundwork for a more streamlined character creation experience.
Server
As development of Erendorn’s dynamic event system progresses, the Server team spent last week addressing a wide range of bugs and refining key features to improve stability and functionality. Focus areas included resolving issues with the Settlement Quest lifecycle, event spawn logic, and location generation, all of which are critical for ensuring quests trigger and progress correctly. Event tracking and subscription systems were also reviewed, with fixes applied to registration processes and a new event block introduced to manage subscription removal. To streamline performance, event block input handling was refactored to use constant lists instead of arbitrary values, and a debounced caching system was added—reducing redundant updates when party objectives are being tracked. These efforts were rounded out by further debugging and system refactors, along with fixes for server crashes and reward distribution, setting the stage for a more robust and reliable event experience in future builds.
Sound Design
Bringing more life to Erendorn’s settlements, the Sound team introduced several new environmental audio layers last week. Ponds within the settlement now feature ambient lapping water, insect activity, and frog calls—enhancing the atmosphere and grounding the area in natural detail. Additional updates include a new fire effect for the Blacksmith’s forge and scattered vendor sounds throughout the market to add richness to those busy spaces. Work also progressed on improving how the dynamic weather system interacts with ambient soundscapes, with plans to re-level environmental audio as mixing adjustments continue. These updates help shape a more immersive and responsive world for players to explore.
That’s it for this week’s devlog, but have you seen our monthly roundup of June yet?!