March Devlog | Week #1 | No. 359

Development
March 13, 2026
March 13, 2026

Over the past week, development across Depths of Erendorn has continued to advance through a combination of new content creation and system improvements. Work this week has focused on progressing upcoming enemy encounters, refining core development tools, and strengthening the technical foundations that support gameplay features. From character asset preparation and creature development to backend tooling and gameplay system upgrades, these efforts help ensure that new content is supported by reliable infrastructure as the project continues to grow. 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!

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3D Modelling

During the past week, the 3D Modelling team continued progressing work on the Sinker enemy by moving deeper into the retopology phase. With the high-resolution sculpt now complete, efforts are focused on rebuilding the mesh with clean, efficient topology suitable for animation and in-engine performance. This stage ensures the creature’s detailed forms are preserved while creating an optimised structure that supports deformation, rigging, and future production steps. As retopology advances, the Sinker continues to move closer toward full integration within Depths of Erendorn.

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Retopology for Sinker enemy work in progress

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Programming

Server

Over the past week, the Server team delivered a series of tooling and system improvements designed to enhance both gameplay clarity and development workflows. A new rich text description system was introduced for abilities and active effects, allowing tooltips to automatically display colour-coded stat references and inline icons for damage types and scaling values. This is supported by a new description tag editor within the toolset, enabling designers to preview and refine ability text as it will appear in-game. Alongside this, a collision layer system was implemented, allowing collision geometry to be managed independently from navigation data and enabling more accurate visualisation of dungeon layouts within the editor.

The ability editor also received several quality-of-life updates, while the internal query builder tool was expanded with new sorting, export, and saved query capabilities to improve data analysis. Additional backend work included refactoring the ability targeting system, migrating game servers to a new primary database, and strengthening validation around ability execution. The team also carried out optimisation work on the Veil of Darkness ability to improve server performance when used at scale, resolved bugs affecting newly implemented events, enabled hard-stored locations to function as Points of Interest, and fixed an issue with counter comparisons within effect blocks. Together, these changes strengthen both development tools and gameplay systems as Depths of Erendorn continues to evolve.

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Animation

Over the past week, the Animation team continued advancing development of the Minotaur encounter, focusing on preparing both the boss and its supporting minions for integration into the engine. A rigging issue caused by overlapping bones from the original auto-rig was corrected, allowing the meshes to be reimported and updated with cloth physics for improved motion during gameplay. New idle and attack animation variations were created for the minions to introduce greater behavioural variety during encounters, alongside updates to the death animation to improve clarity and presentation. Smaller horn variations were also introduced to help visually distinguish the minions. Work is currently progressing on spear attack animations while the team continues preparing the full Minotaur asset set for in-engine implementation within Depths of Erendorn.

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Correcting duplicated joints in the skeleton rig

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Minotaur minions animations

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

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