Development efforts across the teams at Depths of Erendorn continued last week with a focus on improving customisation, performance, and quest-related systems. The 3D Modelling team expanded character personalisation options by fitting a new selection of hairstyles to the Human base models, while the Client team targeted performance improvements by refining asset loading and reducing overhead in the character creation pipeline. On the backend, the Server team addressed several issues linked to quest functionality, implementing key fixes and adjustments to support more flexible testing and gameplay scenarios. These combined updates move the project forward on multiple fronts as preparations for future testing phases continue. 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
This week, the 3D Modelling team focused on expanding character customisation options by fitting a new library of hairstyles to the Human base models. The goal is to create a shared set of styles that can be used interchangeably between male and female characters, offering greater flexibility and expression for players during character creation. All styles have now been successfully fitted to the male base, with work currently underway to adapt them to the female counterpart. A small selection of the fitted hairstyles will be showcased below as a preview, highlighting the growing variety of personalisation options being developed for Erendorn’s character system.

Programming
Client
This week, the Client team continued efforts to optimise game start up performance by streamlining how assets are loaded during initialisation. This included resolving issues identified in the previous week, particularly around errors related to ability data loading. Alongside these improvements, the team also began reviewing the character creation screen’s data pipeline, exploring ways to reduce the volume of assets required for it to function. These optimisations aim to shorten loading times and improve responsiveness, particularly during early game sessions and when transitioning into character customisation.
Server
Last week, the Server team focused on resolving a range of issues stemming from the integration of the quest board and party quest systems. Numerous fixes were applied to the events system to ensure greater stability, and the adventure start process underwent debugging to address progression issues. As part of ongoing development and testing, settlement and party quests were refactored to allow multiple instances of the same quest type to appear on the board simultaneously—functionality that may prove useful beyond the current test phase. Additional updates included adjustments to consumable item pricing and several smaller event-related fixes aimed at refining the overall system behaviour.
That’s it for this week’s devlog, but have you seen our monthly roundup of May yet?!