May Devlog | Week #2 | No. 323

Development
May 16, 2025
May 16, 2025

Development across Depths of Erendorn continued at a strong pace last week, with each team making focused contributions toward both visual refinement and gameplay depth. From character sculpting and environmental upgrades to core system fixes and combat enhancements, progress was made on multiple fronts. New animations and visual effects are bringing more life to NPCs and magical abilities, while ongoing improvements to inventory systems and dungeon design are helping to shape a more responsive and immersive player experience. As preparations for the next internal milestone continue, these updates mark another meaningful step forward in building the world of Erendorn. 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 turned their attention to character development with the beginning of sculpting work on the Necromancer. Early progress focused on shaping the character’s form and features to establish a distinctive silhouette that aligns with the game’s dark fantasy aesthetic. Alongside this, the team began fitting hairstyles from a newly acquired asset library, adapting them to suit in-game proportions and design requirements. These steps form the groundwork for a new playable class and mark the start of another visually rich addition to the world of Erendorn. Examples of the work completed by the team can be seen below.

Continued Necromancer sculpt work

Experimenting with new hairstyles

Set Piece Design

Turning their attention to one of Erendorn’s key settlements, the Set Piece Design team spent the week enhancing both visual quality and environmental consistency. Vegetation placement within the settlement was improved to create a more natural and lived-in feel, while refinements to the surrounding landscape helped strengthen the overall sense of place. The turf house received additional attention, with further detailing to improve its integration with the environment and support for upcoming variant meshes. To bring the scene to life, wind sway effects were added to trees across the area, adding a dynamic layer of motion that responds to the world’s ambient systems. These updates contribute to a more immersive and believable setting, ready to support narrative and gameplay moments in future stages of development.

Trees implemented into the initial area

Additional foliage added to settlement paths

Foliage added around the buried temple and tents

Programming

Client

As inventory functionality continues to evolve, the Client team focused this week on refining how consumables are handled across various interface systems. A longstanding issue was resolved where inventory containers were incorrectly initialising with placeholder slots, affecting both player inventories and vendor screens. With this fix in place, the team turned their attention to ensuring a consistent and reliable experience when buying, selling, and transferring consumable items between different containers. These improvements represent an important step towards creating a more intuitive and responsive item management system for players exploring the world of Erendorn.

Server

Kicking off the week with a focus on gameplay functionality, the Server team expanded item functionality that allows consumables to trigger specific 'abilities' upon use. This development lays the groundwork for a broader range of tactical options during combat and exploration, enabling items like potions and scrolls to have unique in-game effects. Alongside this, two critical bugs were addressed—line of sight and projectile logic, both of which had been malfunctioning within dungeon environments. These fixes restore intended behaviours, ensuring that ranged attacks and vision-based mechanics now operate correctly across all dungeon scenarios.

Animation

Bringing more character to the inhabitants of Erendorn, the Animation team focused this week on expanding idle variations for Human Soldier NPCs. Several new poses were tested, with added weapons and shields helping to reinforce each character’s role and presence within the world. These additions aim to enrich visual variety and provide ready-to-place NPCs for key areas in preparation for Alpha One. Alongside this, a key fix was implemented for the Skeleton enemy, resolving an issue where weapons were clipping through the legs during walking animations—improving both visual fidelity and overall polish. Examples of the work completed by the team throughout the week can be seen below.

Environment

Focusing on both stability and new content creation, the Environment team addressed a number of key issues this week while laying the foundation for future dungeon spaces. A problem introduced during the engine transition from Unreal Engine 5.3 to 5.5 was resolved, correcting an unintended flattening of the landscape that had affected terrain fidelity. The team also fixed material assignment issues on several cave assets, ensuring they now correctly reference their intended master materials. With these fixes in place, work began on a new collection of dungeon set pieces, aimed at expanding the variety and visual storytelling potential of subterranean environments in Erendorn. An example of the work completed by the team can be seen below.

Wide view of settlement area with new additions

Visual Effects

This week, the VFX team explored new possibilities within the Niagara system, focusing on enhancing control and flexibility for future visual effects. A key improvement came with the reworking of camera offset functionality, which has now been streamlined to offer a more intuitive setup process for complex effect placement. Building on last week’s texture work, the team also began experimenting with fresh visual ideas—testing a range of dynamic effects that leverage those newly created assets. These early tests are helping to shape the next wave of atmospheric and spell-based visuals that will add greater depth and variety to the world of Erendorn.

Visual effect still

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

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