June Devlog | Week #2 | No. 373

Development
June 19, 2026
June 19, 2026

Development across Depths of Erendorn has continued this week with a strong focus on refinement, stability, and expanding the foundations of the game world. The team progressed major character and environment improvements, strengthened multiplayer and backend systems, and continued refining gameplay presentation through updates to set pieces, landscapes, and player-facing features. These combined efforts further improve consistency, reliability, and immersion as development moves forward. 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 reached a key milestone in the redevelopment of the Vaznarite, completing the sculpting phase and fully defining the creature’s updated form. Building on the visual direction established during previous weeks, the finished sculpt further strengthens the creature’s silhouette and overall presence while bringing it in line with the current artistic standards of Depths of Erendorn. With the high-resolution model now complete, the team has moved into retopology, creating an optimised mesh suitable for animation and in-game implementation.

Vaznarite finalised sculpt

Set Piece Design

Over the past week, the Set Piece Design team focused on revisiting and refining a range of assets used throughout world events, continuing efforts to improve their visual quality and overall consistency. Existing set pieces received additional polish passes, with adjustments aimed at enhancing their presentation and ensuring they better support the atmosphere and storytelling of event encounters. Alongside this refinement work, the team began creating new variations of established assets, expanding the available pool of event props and environmental details.

Improved event assets

Programming

Client

Throughout the past week, the Client team concentrated on addressing issues identified during the most recent alpha test, improving both stability and usability across several core systems. A notable fix resolved a bug that could cause duplicate quest entries to appear when party-related events occurred while the journal was open, with redundant legacy code removed to ensure activity updates are processed correctly. The team also revised the scaling of range-based point of interest markers on the world map, replacing previous arbitrary values with a more consistent system that better supports gameplay and backend functionality. In parallel, investigation continued into interactions between the Looking For Group system and various in-game events, helping to identify and resolve compatibility issues as the feature develops. Additional work focused on progression feedback, correcting a bug that caused level-up sound effects to trigger repeatedly after reaching the experience cap, while further investigation remains underway into missing visual effects tied to the same process.

Server

Throughout the past week, the Server team delivered a broad range of improvements focused on communication systems, combat reliability, world functionality, and development tooling. Chat functionality received a significant overhaul, introducing proximity-based local communication, configurable channel management, and a centralised message-of-the-day system to create a more immersive and flexible multiplayer experience. Combat systems also saw extensive attention, with ongoing work to resolve long-standing issues surrounding encounters failing to end correctly, alongside improvements to combat log handling and enemy target reassessment to ensure battles conclude more reliably and respond more naturally to changing situations.

Beyond combat, the team reworked elite enemy promotion systems to provide greater balance flexibility, expanded character management tools with comprehensive character wipe functionality for testing, and introduced new Discord integrations that allow players and testers to access character statistics and leaderboard information directly from the community platform. Additional improvements were made to ability and entity editing workflows, settlement presentation, navigation data, and enemy spawning behaviour, while a variety of infrastructure and stability updates addressed deadlocks, logging, diagnostics, and world boss tracking. Together, these changes strengthen both the player experience and the underlying systems that support the continued growth of Depths of Erendorn.

Environment Art

Throughout the past week, the Environment team focused on enhancing both the visual quality and gameplay variety of outdoor regions across Depths of Erendorn. New environmental obstacles in the form of boulder formations were placed throughout the world, helping to create more diverse combat spaces and encouraging greater tactical variation during encounters. The team also refined the landscape material system, improving the transition between cliff faces and snow-covered terrain to achieve a more natural and cohesive appearance across mountainous areas. In parallel, further optimisation work was carried out on landscape grass, improving performance while maintaining environmental density and visual consistency.

Boulder formation in the mountains

Improved boulder formations in the meadows

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

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