Development across Depths of Erendorn has continued across all teams this week, with broad improvements to systems, environments, and character content. Server-side work strengthened NPC interactions, combat reliability, loot generation, and backend stability, while also refining dungeon scaling and overall gameplay consistency. The 3D modelling team progressed a full redesign of the Vaznarite, improving its proportions and core silhouette. Environmental and sound updates enhanced dungeon fog behaviour, resolved legacy material issues, and expanded ambient audio across key regions. Animation work added further NPC variety and customisation, helping reinforce a more cohesive and populated 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
This week, the 3D modelling team returned to development of the Vaznarite, focusing on refining the creature's core silhouette and overall design direction. Following a review of the previous sculpt, work began on rebuilding the body from the ground up to address proportion and design issues that had been identified during earlier iterations. By revisiting these foundational elements, the team is ensuring the final model better reflects the intended visual identity of the creature while providing a stronger base for future detailing, texturing, and animation work.
.png)
Programming
Server
Over the past week, the server team has delivered a wide range of improvements focused on world interactivity, combat reliability, and underlying system stability across Depths of Erendorn. Significant work was completed on NPC behaviour systems, introducing contextual greeting functionality for town, zone, and roaming patrol groups, with personalised messages, range limits, and anti-spam controls to ensure natural delivery across populated areas. The team also supported broader gameplay consistency through fleet-wide time synchronisation, resolving long-standing desync issues and improving movement reliability in conjunction with client-side refactors.
Combat systems received a major stability pass, including fixes for end-of-combat reliability, improved target re-acquisition, and corrected XP distribution, while dungeon generation was further refined to ensure full use of difficulty budgets with clearer scaling indicators for stronger enemy spawns. Alongside this, loot generation and item systems were expanded to support improved rarity handling, rebalanced drop logic, and the introduction of unique, hand-crafted rewards. Additional work included fixes for group management edge cases, global character name uniqueness enforcement, improved diagnostic logging, and a range of backend tooling and editor enhancements designed to streamline content creation and server operations.
Environment Art
Across the past week, the Environment team has continued refining the visual atmosphere and material quality of dungeon environments throughout Depths of Erendorn. Significant attention was given to dungeon fog systems, with adjustments made to reduce overall intensity while introducing more irregular dispersion patterns to create a more natural and varied appearance. Work is also underway on a scrolling fog effect designed to further increase environmental variation and movement within underground spaces. Alongside these atmospheric improvements, the team revisited several legacy materials, resolving issues affecting decals that were previously appearing incorrectly in-game and restoring crystal materials to full functionality with Parallax Occlusion Mapping.


Sound
Over the past week, the sound team has continued expanding the environmental audio systems across Depths of Erendorn, bringing greater atmosphere and regional identity to the game world. Coastal areas now feature reimplemented wave audio, while rivers, lakes, and waterfalls have received extensive sound design updates, with water behaviour dynamically changing based on terrain, flow, and elevation. The team also introduced a wider range of ambient wildlife, including birds, insects, and frogs distributed throughout the landscape, helping each region feel more active and natural. In addition, bespoke environmental soundscapes were added to key locations such as quarry cliffs, ancient ruins, towering woodland landmarks, and snowy mountain peaks, with wind, foliage, wildlife, and atmospheric effects working together to reinforce the unique character of each area and create a more immersive exploration experience.
Animation
Throughout the past week, the Animation team has continued expanding character implementation and NPC variety across Depths of Erendorn. New female human civilian meshes were integrated into the game, increasing the diversity of characters found throughout settlements and populated regions. The team also updated the character blueprint to support a range of new hairstyle options, providing greater visual customisation and variation across NPC populations. In addition, an initial implementation pass was completed for the new dwarf character mesh, including support for beards, helping further develop the game's playable and non-playable races. Rounding out the week’s work, final NPC adjustment passes were carried out to ensure newly integrated characters fit naturally within the world and maintain consistency across populated environments.

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






