Over the past week, the team has continued advancing multiple areas of Depths of Erendorn, with development focused on expanding character content, refining gameplay systems, and strengthening the technical foundations of the world. Progress has been made across new NPC assets, environmental set pieces, combat abilities, visual effects, and optimisation workflows, with each area receiving continued refinement ahead of future testing milestones. These combined efforts continue to improve the depth, consistency, and overall quality of the game while preparing the project for further expansion. 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 has shifted focus to the creation of the Tavern Master, making strong progress on one of the game's key settlement characters. The team completed the high-resolution sculpt of the character's body and facial features, establishing the foundation for a distinctive and recognisable NPC that reflects the visual style of Depths of Erendorn. With the core sculpt now in place, work has progressed into blocking out the Tavern Master's clothing, defining the overall silhouette and garment forms ahead of further detailing and refinement. These latest developments continue to expand the cast of handcrafted characters that bring the world's settlements to life.
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Set Piece Design
Over the past week, the Set Piece Design team has continued enhancing environmental storytelling and location detail across Depths of Erendorn through ongoing world-building improvements. The team completed a rope detailing pass across the quarry structures, adding greater visual authenticity and reinforcing the industrial character of the area. Alongside this, work has begun on the set dressing of the first outpost, with environmental props and scene composition being developed to create a more believable and lived-in location. These continued refinements help strengthen the atmosphere and visual identity of key areas as the world continues to expand.


Programming
Client
Throughout the past week, the Client team has continued working closely with the Server team to test, refine, and resolve issues affecting the newly introduced level three abilities across Depths of Erendorn. Final fixes were completed for Shadow Dagger's projectile behaviour and Spiderling Implant, marking the completion of testing for the Assassin and Illusionist ability sets, while several iterations also brought the Astromancer's Comet Calling and Chain Lightning abilities to their intended functionality. In parallel, the team refined the handling of active effects and the way visual effects are presented across a number of abilities, improving consistency and gameplay feedback. As development continues and more advanced abilities are introduced, these systems will continue to evolve to support the increasing complexity of the game's combat mechanics.
Server
Throughout the past week, the Server team has focused on refining and balancing the recently implemented level three abilities, continuing to improve combat depth and class progression across Depths of Erendorn. The team carried out a series of bug fixes to address issues discovered during testing, ensuring each new ability behaves consistently and reliably in a range of gameplay scenarios. Alongside these fixes, balance adjustments were made to fine-tune the effectiveness and feel of the new abilities, helping to create more meaningful choices across different classes while supporting a fairer and more engaging combat experience. These ongoing refinements will continue to inform future testing as the new abilities move closer to their intended final state.
Environment Art
Over the past week, the Environment team has focused on strengthening the technical foundations of Depths of Erendorn through a combination of optimisation, engine research, and workflow improvements. A comprehensive performance audit of the primary game world has been completed, with optimisation work now underway to address areas of reduced performance and improve overall gameplay responsiveness. Alongside this, the team investigated Unreal Engine 5.5 systems, resolving issues affecting Procedural Content Generation and the HLOD pipeline by developing new internal tools and workflow improvements that ensure large-scale environments generate and render correctly. In parallel, the team has begun formalising the project's long-term environmental standards through an evolving Environment Art Bible and art direction documentation, establishing guidelines for asset quality, performance targets, naming conventions, materials, lighting, and optimisation across multiple hardware platforms. These initiatives provide a stronger technical and artistic framework to support the continued expansion of the world while maintaining consistent visual quality and performance.

Visual Effects
Throughout the past week, the VFX team has continued enhancing the visual impact of combat by expanding and refining effects for the newly implemented level three abilities across Depths of Erendorn. Additional visual effects have been introduced to give these abilities greater presence and improve the clarity of their execution during gameplay, helping each skill feel more distinct and rewarding to use. Alongside this, the team has been implementing visual effects for BPAs, further broadening the range of gameplay systems supported by dedicated effects. These ongoing additions continue to strengthen combat presentation while supporting the increasing complexity of the game's expanding ability roster.

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






