Over the past week, development across Depths of Erendorn has continued to build momentum through a mix of content progression, system stability work, and encounter development. Efforts have focused on advancing new enemy assets, refining environmental detail, and strengthening the reliability of core gameplay systems in preparation for upcoming testing. Alongside this, continued work on animation and audio has helped improve the clarity and presence of new creatures within the world, supporting a more cohesive and responsive gameplay experience as the project moves forward. 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 progressed the Sinker enemy through a key stage of production, completing the retopology process to establish a clean and efficient mesh suitable for animation and in-engine use. With the optimised topology now in place, work has moved into the UV unwrapping phase, preparing the model for texturing and material development.
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Set Piece Design
During the past week, the Set Piece Design team continued refining the quarry asset set, advancing the level of detail across key structures to strengthen the area’s visual identity and construction logic. Ongoing work has focused on enhancing existing assets to improve cohesion and readability within the environment, helping the quarry feel more grounded and purposeful. Additional elements, including hanging flags and large crane structures, are still in development and will further expand the scale and functionality of the location.
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Programming
Server
Over the past week, the Server team focused on improving the reliability of event systems while continuing to expand gameplay content. A range of smaller bugs affecting event execution were identified and resolved, helping ensure more consistent behaviour during encounters and activities. In parallel, early implementation work began on a new set of Level 3 enemies, laying the groundwork for upcoming progression content. The team also investigated a potential race condition linked to certain event spawns, working to isolate the cause and prevent unintended behaviour under specific scenarios.
Sound Design
Over the past week, the Sound team focused on preparing audio for the upcoming test, with work centred on the Predator Plant and Cobra enemy vocalisation. New vocal elements were developed to better support creature identity and presence during encounters, while additional attention was given to the Predator Plant’s lifecycle with the introduction of a death-fall impact sound to reinforce its final moments. This approach is planned to extend across other characters to improve consistency and feedback during combat.
Animation
Over the past week, the Animation team continued developing the Predator plant, progressing both its animation set and in-engine integration. Work focused on refining movement and behaviour to ensure the plant reads clearly during encounters, while implementation within the engine helps validate timing and responsiveness in a gameplay context. The asset was also scaled to better fit its intended role within the environment, improving its presence and interaction with surrounding elements.


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






