The past month has seen the team continue to push Depths of Erendorn forward across several key areas of development, with progress spanning characters, gameplay systems, audio, environments, and animation. The 3D Modelling Team has brought the Tavern Master closer to completion, while the Server Team has focused on improving combat reliability, adventure events, and consumable systems. At the same time, the Sound Team has expanded the game's audio library with new ability effects and environmental ambience, and the Environment Team has undertaken major technical changes through the transition to Unreal Engine 5.8.2 and new terrain and foliage workflows. Animation development has also continued through ability testing and equipment refinements, helping strengthen the presentation and functionality of combat. 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
The Tavern Master is now entering the final stages of the 3D Modelling Team’s work, with attention shifting towards the remaining details needed to complete the character. Following the recent texturing pass, the team has begun working on the Tavern Master’s hair assets, adding another important element to the character’s overall appearance and helping establish a more complete silhouette. Once the hair work is finalised, attention will return to the character textures for a final review and refinement pass, allowing the team to assess the model as a whole and make any remaining adjustments to materials, surface detail, and colour balance. With the core modelling, retopology, UV unwrapping, and initial texturing stages now completed, the Tavern Master is steadily progressing towards becoming a fully game-ready NPC for the settlements of Depths of Erendorn.
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Programming
Server
Over the past month, the Server Team has continued strengthening the foundations of Depths of Erendorn, with a strong focus on combat reliability, event stability, and preparing the game for larger gameplay experiences. The team has investigated and resolved issues affecting combat encounters that were failing to end correctly, while also fixing problems within the re-enabled adventure events as this content continues to return to the game. Further testing and fixes have been carried out on consumables to ensure they behave reliably during gameplay, alongside broader improvements to combat state handling and server stability. These efforts build on the team's wider work across combat, progression, and multiplayer systems, helping create a more dependable foundation as development moves forward. With adventure events and other gameplay features continuing to be refined, these server-side improvements are helping ensure Depths of Erendorn is better prepared for future testing and the continued expansion of its online RPG experience.
Sound Design
Over the past month, the Sound Team has continued developing the audio foundations of Depths of Erendorn, expanding both ability effects and environmental ambience with a focus on creating more distinctive source material. New magic audio layers have been recorded and edited for the Watertargs, providing their newer abilities with a broader and more individual sound palette while reducing reliance on existing source files. Alongside this, the team has been building a dedicated ambience library for the Ice Caves, recording environmental elements that can be heavily processed and layered to create a distinctive cave soundscape. Rain and flowing streams have proved particularly useful as source material, with pitching and slowing these recordings producing wide, fluctuating rumble and low-frequency layers that can add depth to the environment. This approach is helping give the Ice Caves a stronger audio identity while also expanding the team's collection of flexible sound assets for future environments and abilities across Depths of Erendorn.
Environment Art
Over the past month, the Environment Team has been undertaking a significant overhaul of the tools and workflows used to build the world of Depths of Erendorn, with the transition to Unreal Engine 5.8.2 marking an important technical milestone for the project. Alongside the engine upgrade, the team has been rebuilding the terrain and foliage workflows for Map_01, introducing new Megascans vegetation and moving towards the PCG Biome Core system to provide a more unified approach to environmental scattering. Mesh Terrain has also been introduced, with the existing landscape converted and aligned to the original terrain, while work continues to adapt the landscape material system to the new workflow. Key features such as terrain surface layers, snow-by-altitude and macro variation are being carried across through a new channel-based setup, while ground cover is being transferred to the biome scattering system. These changes provide a more flexible and scalable foundation for environment creation, supporting the continued optimisation and expansion of the world as Depths of Erendorn moves forward.
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Animation
Throughout the past month, the Animation Team has continued refining the expanding animation library for Depths of Erendorn, with testing focused on identifying gaps across both class-specific and generic abilities. This testing has helped highlight where additional animation coverage is required, while also providing an opportunity to improve how abilities, characters, and equipment work together during combat. The team has also resolved an issue causing weapons to appear upside down by adjusting weapon bones across the relevant animations and updating weapon blueprint positioning to ensure equipment remains correctly aligned during movement and attacks. These improvements help maintain a consistent visual connection between character animations and their equipped weapons, while the latest updates have been prepared for implementation following the engine upgrade.

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






