Across the past week, development on Depths of Erendorn has continued to move forward through a blend of content creation, technical refinement, and improved internal workflows. Progress this week has supported both the immediate needs of gameplay development and the longer-term efficiency of the team, with advances to environment assets, encounter preparation, and the toolset used to build and balance the game. Together, these efforts help strengthen the foundations of Erendorn while supporting faster and more reliable iteration across the project. 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!
Set Piece Design
Throughout the past week, the Set Piece Design team continued developing the quarry’s wooden modular kit, moving key assets beyond the blockout stage into more refined and production-ready forms. A strong focus was placed on shaping cleaner structural meshes and making extensive use of trimsheets to establish a consistent material language across the set while supporting efficient asset creation. This work is helping define the quarry’s overall construction style and laying a stronger visual foundation for the area. Additional rope and metal components are still planned to further tie the wooden structures together, while the tower asset remains to be started as the kit continues to expand.

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Programming
Server
Throughout the past week, the Server team delivered a major round of improvements to the internal DoE Toolset, further strengthening its role as a central hub for designing and balancing entities, abilities, and combat encounters. The entity editor received several valuable upgrades, including level preview functionality, a new attack damage calculator, direct entity duplication, more flexible stat importing, and improved handling of AI and movement class settings. The ability editor was also refined with fixes to block creation, a reworked browser, clearer description visibility, and corrected scaling behaviour within toolset descriptions, helping align design workflows more closely with in-game behaviour. On the coordinator side, support for collision rectangle data was improved and ability cache refresh behaviour was fixed to remove restart-dependent bottlenecks during content creation. Alongside these tooling updates, the team resolved issues affecting the Nature’s Indulgences quest and fixed a race condition that could cause events to trigger an uncontrolled cascade of logs to the client in specific scenarios. Together, these changes improve both development efficiency and gameplay reliability as Depths of Erendorn continues to expand.
Animation
Over the past week, the Animation team focused on engine-side implementation work, progressing animation blends alongside updates to animation and character blueprints to support smoother behaviour in-game. In parallel, early preparation began for the Forest Druid Queen encounter, including initial setup work for the character herself and her associated plant elements. These steps help establish the technical and animation foundations needed for more complex encounter content, while continuing to strengthen the overall integration and responsiveness of character systems within Depths of Erendorn.


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






