Development on Depths of Erendorn progressed across multiple fronts last week, with each team contributing to both the game’s visual depth and systemic complexity. From backend improvements to event handling, to the integration of quest UI on the client side, the groundwork for upcoming features continued to solidify. Audio enhancements added more weight and atmosphere to undead enemies, while the VFX team pushed visual fidelity further with new material effects and updated animations. On the art side, the Necromancer’s sculpt was finalised and transitioned into retopology, moving this new class closer to full implementation. Together, these efforts reflect a steady push toward a richer and more immersive game world. 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
Shifting focus from concept to game-ready asset, the 3D Modelling team completed the sculpting phase of the Necromancer character last week. With the high-poly model now finalised, attention has moved to the retopology process—an essential step in preparing the character for animation and integration into the game engine. This phase involves optimising the model’s geometry while preserving the visual fidelity established during sculpting, ensuring that the Necromancer will perform efficiently in-game without sacrificing detail. This progress brings the new playable class another step closer to entering the world of Erendorn.
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Programming
Client
Efforts this week on the Client side were focused on preparing for the upcoming integration of settlement quests. Central to this was the development of a new UI window designed to display active quests, provide options to accept or decline new ones, and allow players to abandon those already underway. Alongside the interface work, a new class was introduced to manage incoming server messages, ensuring that quest data is accurately translated and displayed within the UI. These additions mark an important step toward enabling interactive questing systems within settlements, bringing more structure and purpose to player exploration in Erendorn.
Server
Last week, the Server team undertook a major refactor of the Events system, laying the technical groundwork for a more versatile and dynamic approach to in-game event creation. Central to this effort was a significant overhaul of both the WorldEvent and Event structures, reshaping how events are defined, triggered, and executed within the game. The Events Editor—an ongoing area of focus—received additional updates, including the introduction of missing fields to improve integration and the implementation of more trigger points to expand system capabilities. Progress was also made on the underlying code blocks that will power the Event Creator, forming the foundation of future event-driven gameplay. To support development and usability, documentation was compiled and block-specific input controls were added to streamline the event design process moving forward.
Sound Design
This week, the Sound team revisited the Skeleton enemy’s audio design to better align with recent animation updates and enhance overall impact in-game. Footstep sounds were replaced to give them a heavier, more grounded presence, addressing previous feedback that they felt too light and clicky. In the process, the team also reviewed the creature’s vocalisations, noting that they lacked the weight and character needed to match the enemy’s visual tone. Plans for a revised vocal soundscape were drafted, and early work has begun on reshaping the audio to deliver a more atmospheric and fitting presence for these undead foes.
Visual Effects
Progress continued in the visual effects department last week, with the VFX team experimenting with new techniques to add depth and dynamism to in-game visuals. A parallax material was developed for surface details such as cracks, introducing variable depth that enhances realism when viewed from different angles. While the current texture still requires refinement—particularly around edge stretching—the core functionality is already proving effective and is set to become a useful tool for future environment and spell effects. In addition, the team worked on a selection of new effects, further expanding the visual library that helps define Erendorn’s unique atmosphere. An example of the work completed by the team can be seen below.

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