June Devlog | Week #4 | No. 375

Development
July 3, 2026
July 3, 2026

Over the past week, development across Depths of Erendorn has continued to build momentum as the team focused on expanding gameplay systems, refining player-facing features, and enhancing the visual quality of the world ahead of the next alpha milestone. Progress has been made across multiple disciplines, from introducing new class abilities and improving the quest experience to advancing the redevelopment of key creature assets and pushing forward the creation of the game's upcoming frost environments. 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 progressing the redevelopment of the Vaznarite, focusing on the texturing phase to further define the creature's distinctive appearance. Work has centred on painting the molten lava channels that run across the creature's body, carefully establishing the patterns that will later be brought to life in-engine through animated panning textures, creating the illusion of flowing magma beneath the surface. This approach combines detailed texture work with engine-driven effects to give the Vaznarite a more dynamic and imposing presence, bringing the creature another step closer to full integration within the evolving world of Depths of Erendorn.

Vaznarite textures work in progress

Programming

Client

The Client team concentrated on refining the player experience ahead of the next alpha, with a strong focus on quest presentation, ability integration, and interface polish. The quest UI received a series of improvements, including a revised reward layout that makes better use of available space while ensuring rewards are now visible across every instance of the quest journal rather than only at settlement quest boards. Development also continued on the quest completion reward pop-up and the restoration of level-up visual effects that were not ready for the previous alpha. Alongside this, the team integrated support for the new class abilities by configuring their blueprints, animation settings, and in-game descriptions. A comprehensive pass was also carried out across ability tooltips, improving wording, spacing, and overall readability to make ability information clearer and easier for players to understand, while a number of smaller bugs and missing interface features were resolved as part of the process.

Server

Over the past week, the Server team completed implementation of the new level three abilities for the Dwarf, Watertarg, and Druid classes, marking another important milestone in the expansion of player progression and combat depth. Each new ability has now been integrated into the game's backend systems, providing a broader range of tactical options while further defining the unique identity and playstyle of each class. This work builds upon recent progression system improvements and prepares the new abilities for continued balancing, testing, and refinement ahead of future alpha milestones. Together, these updates continue to expand the variety of combat experiences available to players while strengthening the core gameplay systems of Depths of Erendorn.

Environment Art

Over the past week, the Environment team continued advancing the visual development of upcoming frost regions, with significant progress made towards the creation of immersive ice cave environments. Development of a new cave mesh generation system in Blender is now underway, providing a more flexible and efficient workflow for producing varied cave formations. Alongside this, the team authored new intelligent ice and snow materials within Unreal Engine 5, allowing frozen environments to respond more naturally across different surfaces. Work also progressed on a parallax occlusion mapped material for ice lakes and cave floors, incorporating vertex painting to introduce greater variation and depth throughout these environments. In parallel, development began on a snow displacement effect for meshes, further enhancing the sense of volume and realism across snowy landscapes.

Ice Cave walls in engine

Continued walls with icicle details

Icicle and cave walls sepearetely

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

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