March Devlog | Week #4 | No. 362

Development
April 6, 2026
April 6, 2026

Over the past week, development across Depths of Erendorn has focused on preparing the game for upcoming testing while continuing to expand core content and systems. Progress has been made across character production, environment building, and encounter design, supported by a strong push on stability, balance, and tool improvements. These combined efforts help ensure that new content is both technically robust and ready for player-facing testing, while continuing to refine the overall gameplay experience as development 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

Throughout the past week, the 3D Modelling team advanced the Sinker enemy into the next stage of production, completing both retopology and UV unwrapping to prepare the asset for final surface work. With a clean and optimised mesh now established, attention has shifted to the texturing phase, where materials and surface detail are being developed to bring the creature’s rocky form to life in-game. This progression marks an important step toward full implementation, ensuring the Sinker is both visually defined and technically ready for integration within Depths of Erendorn.

Retopology for Sinker enemy front view

Retopology for Sinker enemy back view

Textures progress for enemy model

Set Piece Design

Over the past week, the Set Piece Design team continued progressing the quarry location, with set dressing work now underway to bring greater depth and context to the environment. Efforts have focused on placing and refining structural elements to establish a clearer sense of space and function across the area, helping the quarry read more convincingly as an active location within the world. Additional prop assets are still in development and will further support visual storytelling and environmental detail as they are introduced.

Quarry pieces in engine

Additional set pieces in engine

Programming

Client

During the past week, the Client team focused on resolving key issues affecting event handling and quest progression in preparation for the upcoming alpha test. A significant multiplayer desynchronisation issue was addressed, ensuring all players now receive accurate and up-to-date quest information rather than only the most recent joiner. Further work tackled underlying data handling problems, with improvements to how incoming quest updates are compared and applied, allowing new data to correctly overwrite outdated entries and preventing unnecessary memory build-up over extended play sessions. This also enabled the removal of redundant blueprint logic and strengthened overall system efficiency. In addition, a bug preventing completed activities from clearing from the interface was resolved, improving clarity for players as they progress through content.

Server

Over the past week, the Server team delivered a wide-ranging update focused on improving combat flow, progression balance, and world navigation. AI behaviour and animation timing were refined to create more responsive encounters, with ranged enemies now reacting correctly at close range and enemy turns processed in staggered batches to improve readability during larger fights. Combat rewards were rebalanced through increased experience gains and adjusted loot power levels, alongside further tuning to dungeon rewards for more consistent scaling. Significant work was also carried out on world navigation, including refreshed nav data across multiple regions, improved pathfinding accuracy, and updates to travel networks and zone naming. New content was introduced with an additional World Boss encounter, while fixes ensured reliable announcements and corrected progression values. Further improvements to interaction systems, ability framework stability, and levelling logic were implemented, supported by a range of toolset enhancements that improve workflow efficiency and data reliability.

Sound Design

Over the past week, the Sound team focused on in-engine implementation and preparation for upcoming testing, ensuring audio systems and assets were correctly integrated and functioning within gameplay scenarios. Alongside this, new sound work was developed for the Minotaur encounter, introducing additional audio elements to support its presence and impact during combat. These efforts help improve overall audio readiness while reinforcing the identity and clarity of key encounters as Depths of Erendorn continues to progress.

Environment Art

Over the past week, the Environment team focused on refining both the visual quality and functional behaviour of key world elements across Erendorn. River materials were improved with more natural colour variation and enhanced flow animation, while updates to spawning logic now prevent trees from appearing within water paths, improving environmental consistency. Work also progressed on settlement layout, with perimeter structures and gates placed to better define the space and guide player movement. Terrain adjustments were carried out across both settlement and forest areas to improve traversal and overall gameplay flow. In addition, crystal materials were updated to function more effectively as in-cave light sources, strengthening atmosphere and readability in underground spaces.

Updated river material

Settlement gate and walls in engine

Outside angle of the settlement gate

Visual Effects

Over the past week, the VFX team focused on resolving issues identified during recent testing, working through a range of bugs to improve effect reliability and placement. Several abilities were adjusted with updated offsets to prevent visuals from spawning below the terrain, helping ensure effects display correctly while socket integration continues to be developed. Some effects remain under review where underlying animations or blueprints are not yet triggering as expected, with ongoing coordination to validate these once resolved. Alongside these fixes, the team also explored new effect techniques for Zentragal abilities, producing a flexible web-like visual that expands the available toolkit for future designs.

Experimentation for new visual effects

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

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