May Devlog | Week #1 | No. 368

Development
May 15, 2026
May 15, 2026

Development across Depths of Erendorn has continued across all teams this week, with improvements made to both core systems and world presentation. The 3D modelling team expanded civilian variation and increased NPC population within settlements to enhance environmental realism. On the client side, the Ability Hotbar was refactored for improved performance and flexibility, alongside ongoing optimisation work for large-scale gameplay. Meanwhile, the server, animation, and VFX teams continued refining dungeon generation, NPC behaviours, and atmospheric effects to further strengthen the overall game experience. 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

Across the latest development cycle, the 3d modelling team has continued to expand the visual variety and life within the world of Depths of Erendorn through a series of focused character and environmental updates. A range of shirt variations for the human male civilian has been created, adding greater diversity to everyday NPC appearances and helping settlements feel more naturally populated and distinct. In parallel, a new forest druid civilian outfit has been developed, introducing a more thematic and regionally appropriate look that supports the tone and identity of woodland communities within the game world. Alongside these character additions, the team has also populated a settlement with NPCs, strengthening the sense of activity and habitation within the environment.

Human NPC shirt style option one

Human NPC shirt option two

Forest Druid NPC dress option

Programming

Client

Over the past week, the Client team focused on refining interface systems and improving performance during large-scale gameplay scenarios. A major portion of the work centred on completing the recent refactor of the Ability Hotbar system, with ability widgets now pooled and dynamically reassigned between characters rather than stored independently, helping reduce memory usage when many entities are active in the world. The updated hotbar structure now makes use of slot-based functionality, establishing the groundwork for future drag-and-drop customisation and reordering features.

Alongside the refactor, several issues relating to cooldowns, consumables, haste effects, and slot synchronisation were resolved to improve reliability during combat. In parallel, the team began investigating performance concerns tied to overhead health bars when larger numbers of characters are loaded simultaneously, leading into an ongoing reorganisation of the system to improve scalability and responsiveness.

Server

Across the last seven days, the Server team continued refining dungeon generation systems with a strong focus on visual quality, layout variety, and overall performance. Significant work was carried out on improving the appearance and structure of dungeon environments, including the introduction of a new external wall generator, updates to internal walls and lighting, and fixes to ceiling systems that had previously fallen out of date. Set piece placement is also undergoing revision to improve environmental composition and encounter readability as dungeon spaces continue to evolve.

Alongside these visual improvements, the team adjusted the cellular automata systems used during generation to produce more engaging and varied layouts for combat encounters. Additional optimisation work further reduced generation overhead by refining how enemies are spawned within rooms, minimising unnecessary references to entity data and improving overall efficiency.

Animation

Throughout the past week, the Animation team continued building on the behavioural and environmental animation work introduced during previous development passes. Ongoing efforts remained focused on expanding NPC activity and refining character interactions to help populated areas feel more active and believable during gameplay. Additional iteration was carried out on ambient actions, idle behaviours, and combat-related animations, supporting greater variety and consistency across encounters and settlement spaces alike. These continued refinements help reinforce the sense of life and responsiveness throughout the world of Depths of Erendorn as animation systems continue to evolve.

Blacksmith NPC animation

NPC drinking animation

Visual Effects

Over the past week, the VFX team focused on finalising atmospheric effects for the game’s loading screen, refining both presentation and visual cohesion. Work centred on developing a large ambient effect designed to sit within a crevice element of the scene, with multiple adjustments made to its scale, colour palette, and movement to better integrate with the surrounding environment. As the effect evolved, supporting subUV textures were also recreated to improve clarity and avoid visual artefacts at the larger display size.

Magical visual effects in progress

Effects in quarry area

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

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