From creature refinement to narrative systems and worldbuilding assets, development on Depths of Erendorn continued at a steady pace last week across multiple teams. Progress on the Boar enemy remained a focal point, with both visual and animation updates bringing the creature closer to full integration. Elsewhere, the Server team pushed forward with dialogue and event system enhancements, while the Client team focused on improving the quest interface through targeted testing and bugfixing. Environment and settlement work also advanced, with new structural assets in development to broaden the visual storytelling potential of key locations throughout Erendorn. 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 their work on the Boar enemy, the 3D Modelling team spent last week developing custom fur materials to enhance the creature’s texture detail. These bespoke materials have provided a strong foundation for the body’s fur coverage, contributing to a more natural and grounded appearance. With this element in place, focus has now shifted to the other materials across the body—such as skin, hooves, and tusks—in preparation for the final texturing pass. These efforts are bringing the Boar closer to visual completion, readying it for the next stages of integration into Erendorn’s expanding bestiary.
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Set Piece Design
Work continued last week on expanding the architectural variety of Erendorn’s world, as the Set Piece Design team began developing a new set of tent structures for use in settlements and outlying areas. These assets are being carefully designed to complement the established visual style of the game, contributing to a more cohesive and lived-in world. Once completed, the new tents will serve as versatile additions to the asset library—suitable for everything from market spaces and encampments to temporary shelters along trade routes or within quest hubs.
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Programming
Client
The Client team spent last week focused on testing and refining the quest UI, shifting efforts toward identifying and resolving bugs impacting display and user interaction. Following earlier development on quest-related features, recent testing revealed several inconsistencies, including issues with how information was presented and how the mouse interacted within the quest book interface. These problems, compounded briefly by internet disruptions and server-side bugs, have now been isolated and are being actively addressed. The ongoing work aims to improve reliability and responsiveness in how quests are viewed and managed, ensuring a smoother and more intuitive experience for players as the system moves closer to final implementation.
Server
Last week, the Server team advanced integration between the Dialogue Editor and the game’s core event systems, establishing stronger connections between in-world conversations and gameplay logic. Dialogue instances can now be reliably created, started, and stopped through event editor blocks, enabling dialogue-driven events to trigger specific quest actions and vice versa. These updates allow for more dynamic and reactive narrative experiences within the world of Erendorn. Alongside this, several smaller bugs and edge cases were resolved, while ongoing development continued on implementing the planned events for the upcoming internal Alpha milestone.
Animation
Advancing the recent Boar enemy overhaul, the Animation team focused last week on rigging, skinning, and updating the creature’s full animation set. Additional bones were introduced to the rig to better support subtle deformations and improve overall articulation. With the updated structure in place, existing animations were carefully transferred and refined to ensure they aligned with the new proportions. New animations were also introduced, including an idle variation featuring a head shake, designed to add character and enhance the creature’s sense of life. These updates further solidify the Boar as a dynamic presence in Erendorn’s roster of enemies.

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