Progress across Depths of Erendorn has continued steadily over the past week, with multiple teams contributing new additions and refinements aimed at strengthening immersion, presentation, and gameplay clarity throughout the world. Work this week included expanded civilian variety and settlement population updates from the 3D modelling team, new combat and character management interfaces from the Client team, and a broad range of gameplay and ambient audio improvements from the sound team. Alongside this, the VFX team continued advancing event implementation and encounter presentation, helping bring additional atmosphere and visual feedback to interactive moments across the game. 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 has continued expanding the visual variety found throughout settlements in Depths of Erendorn through the completion of several new human female civilian outfits. These additions help reinforce the individuality and cultural diversity of populated areas, allowing NPC groups to feel more believable and visually distinct during exploration. Alongside the new clothing work, the team also carried out further NPC placement passes across settlement environments, improving the sense of activity and helping inhabited locations feel more alive and naturally populated.

Programming
Client
Throughout the past week, the Client team has continued expanding player-facing interface systems with a focus on improving combat readability and character information management throughout Depths of Erendorn. A new spell-book panel has been implemented, allowing players to view and manage their active and passive abilities within a dedicated interface designed to support progression and build overview functionality. Alongside this, the team also introduced an ability inspector panel capable of displaying the abilities used by other players and enemies, providing clearer insight into combat behaviours and encounter mechanics during gameplay. Together, these additions help strengthen accessibility and player awareness while laying further groundwork for more advanced character and combat systems in future development updates.
Sound Design
Throughout the past week, the sound team has continued expanding and refining the audio landscape of Depths of Erendorn across both gameplay interactions and interface presentation. All interactable objects now feature dedicated sound effects, helping reinforce player feedback and making environmental interactions feel more responsive and grounded within the world. Work also progressed on event reward audio, with multiple reward sound variations implemented to better distinguish different types of accomplishments and outcomes, alongside continued testing and balancing. In parallel, ambient soundscapes were introduced for both the character select and login screens, including environmental layering such as distant wildlife and atmospheric cave ambience to strengthen the mood and identity of these spaces. Additional UI audio updates were also completed across various button interactions, while the adventure summary received a heavier and more impactful hit sound to improve the sense of weight and progression during gameplay.
Visual Effects
Over the past week, the VFX team has continued progressing through the remaining event implementations across Depths of Erendorn, bringing additional visual feedback and atmosphere to a wide range of gameplay encounters. Work focused on completing the outstanding events listed within the current development sheet, helping move more gameplay scenarios closer to their intended presentation state. While several events are still temporarily utilising placeholder 3D assets during ongoing development, the underlying visual effects and event functionality continue to be refined in preparation for their final environmental and prop updates. These continued additions help strengthen encounter readability and contribute further visual identity to interactive moments throughout the world.



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




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