Monthly Devlog | December 2025 | No. 83

Development
January 9, 2026
January 9, 2026

Over the past month, the team continued to build meaningful momentum across multiple disciplines, bringing several key areas of Depths of Erendorn closer to production readiness. Major progress was made on character content, with core equipment pipelines reaching completion and animation work adding greater personality and behavioural depth to the cast. At the same time, the world itself continued to take shape through expanded environments, clearer navigation, and the integration of new locations for testing and iteration. Behind the scenes, significant backend improvements strengthened progression reliability, session handling, and event support, reinforcing the technical foundations needed for ongoing Alpha development. Together, these efforts reflect a month focused on consolidation, polish, and forward planning as Erendorn moves steadily toward its next development milestones. 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

Across the past month, the 3D Modelling team achieved a major milestone in the development of the Forest Druid, advancing multiple equipment sets through to completion while refining the core character model. The third equipment set was fully textured and brought to a game-ready state, followed closely by the fourth set, which progressed from completed retopology and UV unwrapping through to its final texturing pass. In parallel, additional leaf detailing was created and applied across the Forest Druid’s equipment range, bringing this phase of armour production to a close. Beyond gear development, the team also carried out targeted improvements to the Forest Druid’s base character, making subtle facial refinements to sharpen definition and rebuilding the low-poly mesh to improve topology flow and deformation quality. Together, these updates deliver a more cohesive, technically robust, and visually refined presentation for the Forest Druid, further strengthening character quality across Depths of Erendorn as development continues.

First pass for textures on second Forest Druid armour

First pass on textures for third Forest Druid armour

Shoulder leaf patterns on Forest Druid armour

Finalised Forest Druid forth armour

Leaf textures added to other Forest Druid armour sets

Improvements to base model of Forest Druid

Continued improvements to Forest Druid base model

Set Piece Design

Over the past month, the Set Piece Design team progressed work on the new outpost location by importing the core asset set into the engine for initial testing and evaluation. This step allows the team to validate scale, layout, and overall readability within the game world ahead of further refinement. With the structural elements now in place, attention will soon turn to applying final textures and introducing smaller decorative props to enrich the buildings and surrounding space. These early integration passes help ensure the outpost develops with a strong foundation as it moves toward a more complete and lived-in state.

Close up of buildings in progress for new outpost

Wide view of new outpost buildings

Programming

Server

Across the past month, the Server team focused on reinforcing the reliability, flexibility, and long-term resilience of Erendorn’s backend systems while continuing to expand Alpha-ready content. A substantial body of work centred on Progression Data, with refactors and bug fixes ensuring rewards, state changes, and session persistence are recorded and applied consistently across combat, events, and reconnections. Loot distribution and logging flows were refined to prevent duplication, improve clarity, and ensure XP, gold, and items are accurately communicated to the client, supported by cleaner loot container logic and improved item overflow handling. Alongside these stability improvements, the team introduced and iterated on a refactored player server transfer system, updated world navigation data to reflect recent environmental changes, and continued development on new adventure events, including support for dungeon-spawning events and early patrol route functionality. Additional groundwork was laid for features such as free-casting abilities, hero location tracking, and future server administration tools, collectively strengthening the technical foundation and content pipeline of Depths of Erendorn as development moves forward.

Environment Art

Across the past month, the Environment team continued shaping the foundations of Erendorn’s opening regions, with a strong focus on readability, navigation, and biome identity. Zone One saw meaningful development through the implementation and refinement of road networks, helping guide player movement while integrating cleanly with the terrain and surrounding landscape textures. The field zone was further enriched with layered flowering foliage, adding colour variation and strengthening the natural character of the environment. New points of interest were introduced, including a quarry area and the early stages of an ancient ruins location, each contributing distinct visual landmarks and exploration hooks. Alongside this, the world tree was rebuilt to achieve higher visual fidelity while improving performance within the current Unreal Engine 5 setup. Together, these updates continue to elevate the clarity, atmosphere, and sense of place across Depths of Erendorn as its world steadily takes form.

Improved fauna around the fast travel stone

Improved fauna around the hero tree

Improved road textures in the initial area

Animation

Over the past month, the Animation team concentrated on enriching character expression and improving behavioural variety across Erendorn’s cast. A significant portion of the work focused on the Ogre, with new attack animations, an updated weapon setup, and additional idle variations introduced to reduce visual repetition during extended pauses such as turn transitions or party waiting states. Separate animation logic was also created for the merchant Ogre, allowing for a more relaxed posture and bespoke idle behaviour that better reflects a non-combat role. Alongside these focused updates, the team continued rolling out new idle variations across multiple characters, refining and polishing existing animations to improve motion quality and consistency. Collectively, these efforts add greater personality and believability to characters throughout Depths of Erendorn, supporting a more engaging and lived-in world as development progresses.

Ogre Idle animations

Ogre attack animation

Ogre merchant animations

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

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