July Devlog | Week #3 | No. 378

Development
July 24, 2026
July 29, 2026

Over the past week, the team has continued making steady progress across several areas of Depths of Erendorn, with updates spanning character creation, environment development, player interface improvements, and combat presentation. This week's work has focused on refining core gameplay systems while expanding the visual quality of the world and the tools used to build it. Together, these ongoing improvements continue to strengthen the game's overall polish and provide a solid foundation for future content and testing milestones. 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 continued progressing the Tavern Master character, with development focused on blocking out and sculpting the NPC's clothing. The team has been refining the overall shape, layering, and proportions of each garment, establishing a strong visual foundation that complements the character's role and personality within the world of Depths of Erendorn. These ongoing sculpting passes help define the Tavern Master's silhouette while preparing the asset for further detailing and the subsequent stages of the production pipeline.

Continued progress on the Tavern Master

Set Piece Design

Throughout the past week, the Set Piece Design team has focused on improving both environment creation workflows and world-building across Depths of Erendorn. The team developed game-ready HDA rope and ivy generators, providing efficient procedural tools for dressing large environments while maintaining visual consistency throughout the world. Alongside these workflow improvements, work has continued on the set dressing of the first outpost, with environmental props and details being added to create a more believable and lived-in location. These updates not only enhance the visual quality of key areas but also streamline the creation of future environments.

Ivy invested buildings for better environment synergy

Programming

Client

Throughout the past week, the Client team has continued refining player-facing interface systems with a focus on improving clarity, progression, and customisation across Depths of Erendorn. Ability tooltips received further revisions, with updated scaling information now displaying the full damage calculation formula, giving players a clearer understanding of how base and additional values contribute to each ability. The team also completed a polish pass on the level-up panel, reorganising the layout to better support future improvements to stat presentation. In parallel, development began on a new ability swap panel, allowing players to respecialise abilities from their respective pools at an increasing gold cost, introducing greater flexibility while encouraging thoughtful progression choices.

Visual Effects

Over the past week, the VFX team has continued refining the visual presentation of player abilities, further enhancing combat readability and impact across Depths of Erendorn. Ongoing improvements have been made to a range of existing effects, ensuring abilities feel more responsive and visually distinct during gameplay. In parallel, the team has begun developing the area of effect field for the Arcane Giant ability, creating visuals that clearly communicate its area of influence while reinforcing the spell's arcane identity. These continued refinements help deliver more engaging combat encounters and support the expanding range of abilities available to players.

Continued work improving level three abilities

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

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