The past week saw steady progress across all teams working on Depths of Erendorn, with updates spanning character development, system improvements, visual effects, and gameplay tools. From advancing the design of the Necromancer and implementing new creature assets to enhancing core systems like Sessions and introducing a powerful Events Editor, the teams have worked to strengthen both the technical and artistic foundations of the game. Efforts also continued on refining visual effects and preparing dynamic animations, all contributing to a richer and more immersive experience as the world of Erendorn continues to take shape. 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
This week, the 3D Modelling team at Depths of Erendorn began work on the Necromancer character, focusing on the creation of a detailed long robe to define the character’s silhouette and presence. While the current design captures the dark and imposing essence of the Necromancer, the team is mindful that future revisions may be needed to accommodate animation requirements and ensure fluid movement in-game. This marks the first stage in shaping the visual identity of one of Erendorn’s more ominous figures, with further refinements planned as development progresses.
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Programming
Client
This past week, the Client team at Depths of Erendorn focused on advancing the handling of consumable items within the game’s inventory and vendor systems. Work was directed toward ensuring that both interfaces now correctly distinguish between consumable items and equipment, allowing players to buy and sell consumables without issue. Alongside these improvements, attention was given to addressing several display bugs, including items appearing in incorrect slots and placeholder items showing unexpectedly. These updates build on recent system expansions and continue to strengthen the overall functionality and reliability of the client-side experience.
The client is now capable of performing the following actions outside of Combat:
- Ability cast (specific abilities/consumables).
- Attacks/Heals.
- Active Effect procs/Duration updates.
- Projectiles.
- Applying Shields.
- Changes to Stats/States/Cooldowns.
- Damaging/Dodging/Blocking/Missing.
- Death.
Server
This past week, the Server team at Depths of Erendorn focused on refactoring the combat viewer into a more versatile, multi-purpose application. A major development was the integration of the new Events Editor, which is designed to streamline the creation and management of in-game events. Previously, all spawnable events were manually written by developers—a flexible approach but one that came with time costs and a higher likelihood of manual errors. The new system introduces a block-based setup, similar to the existing ability editor, where variable-driven blocks can be grouped and linked to specific triggers to generate a wide range of event outcomes. This toolset not only accelerates the creation of diverse events but also improves maintenance, as fixes to shared blocks will automatically benefit any event that uses them.
In addition to this some smaller bugs were addressed:
- Guaranteed items on vendors were crashing the servers on start.
- Item stats calculations were crashing the server when consumables were loaded due to them not having an equipment slot.
- Fixed map initialisation on preloaded abilities and Active Effects.
- Adjusted Service loading order.
- Prepped the database for the new events editor.
- Added LOS Check History to combat viewer visuals and data exports.
Animation
In the last week, the Animation team at Depths of Erendorn focused on finalising and implementing several character and creature assets in preparation for in-game integration. Updated skeletal meshes and animations for both the Vampire Bat and Snake were cleaned, exported, and fully implemented into the engine, along with new rigs to support improved movement and behaviour. Attention was also given to the Fen Elves, with updated meshes skinned and imported into the engine. Cloth physics were added to enhance their visual fidelity, particularly in dynamic environments. These updates mark another step forward in preparing a wider range of characters and creatures for their roles within the game world.
Visual Effects
This past week, the VFX team at Depths of Erendorn concentrated on refining texture work, with a particular focus on developing high-quality flipbooks for upcoming visual effects. Attention was given to ensuring that the animations run smoothly, carefully addressing any potential gaps or inconsistencies that could disrupt the visual flow. This ongoing effort is an important step in preparing polished, dynamic effects that will enhance the atmosphere and immersion of the game world once implemented in-engine.



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