June Devlog | Week #3 | No. 374

Development
June 26, 2026
June 26, 2026

Over the past week, development across Depths of Erendorn has continued to build momentum, with the team making meaningful progress across character creation, gameplay systems, and environmental technology. Key advancements include further development of the Vaznarite creature, the implementation of new player progression features and backend systems, and ongoing preparation for the next Friends & Family Alpha. Alongside this, continued investment in world-building tools and visual improvements is helping to strengthen both the technical foundation and artistic quality of the game, bringing the world of Erendorn closer to its intended vision with each passing week. 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 continued advancing the redevelopment of the Vaznarite, completing the retopology phase and producing an optimised game-ready mesh that preserves the detail established during sculpting. With this milestone achieved, work has now progressed into texturing, where the team has begun defining the creature’s materials and surface characteristics to further reinforce its updated appearance. These latest steps continue to move the Vaznarite towards full in-engine integration, ensuring the creature aligns with the evolving visual quality and artistic direction of Depths of Erendorn.

Vaznarite finalised retopology

Programming

Server

Across the past week, the Server team continued expanding core gameplay systems while delivering a range of backend improvements to support future testing and content development. Work began on implementing the new level three player abilities, bringing the next tier of character progression closer to in-game testing, alongside the introduction of an ability unlearning system that allows testers to freely experiment with different character builds. New gameplay metrics were also added to track ability usage, providing valuable insight into balance and player preferences.

Beyond progression systems, the team introduced time-limited product entitlements and enhanced account management features to support future testing phases, while session joining and social systems were refined to ensure players connect more reliably to the correct chat channels with improved communication flow. Combat performance continued to receive attention through optimisation of engagement handling, faster combat initiation, and additional reliability improvements, complemented by new testing tools that enable enemy versus enemy encounters for AI validation. Further updates expanded the ability editor with new effect block types, refined proximity chat functionality, and refreshed settlement world data to support ongoing improvements across the game world.

Environment Art

Over the past week, the Environment team focused on preparing artistic priorities for the next Friends & Family Alpha while continuing to expand the visual quality of upcoming environments. Planning work was carried out to organise key art goals ahead of the milestone, ensuring development remains focused on delivering the highest-impact improvements. Alongside this, the team began exploring Blender Geometry Nodes, laying the groundwork for more procedural environment creation, with early work underway on a procedural cliff and cave wall generator intended for the new frost dungeons. In parallel, improvements were made to the game's ice materials, enhancing the appearance and atmosphere of frozen environments.

Blueprints for new procedurally generated ice walls

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

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