Over the past month, development across Depths of Erendorn has continued to advance on multiple fronts, with the team progressing new enemies, expanding world locations, and strengthening the systems that support them. Significant work has been carried out across art, gameplay, and backend infrastructure, helping ensure that new content is supported by reliable tools and stable mechanics. From expanding encounter design and refining the game world to improving player-facing systems and audio-visual feedback, these efforts collectively move the project closer to a more complete and cohesive gameplay experience. 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 advanced the Sinker from initial concept blockout through to a fully realised high-resolution sculpt, marking significant progress in the creature’s development. Early work established its core proportions, silhouette, and overall presence to ensure it reads clearly and conveys the intended weight and threat during encounters. Sculpting then moved into defining its rocky protrusions and layered stone anatomy, refining surface detail to strengthen texture, depth, and visual identity. With the sculpting phase now complete, the team has transitioned into retopology, rebuilding the mesh with clean geometry to support optimisation and in-engine performance. Together, these stages bring the Sinker much closer to full production readiness as it joins Erendorn’s expanding roster of enemies.
.png)
.png)
.png)
.png)
Set Piece Design
Throughout the past month, the Set Piece Design team delivered substantial architectural progress across several key locations in Erendorn. The core outpost buildings were brought to completion, establishing the layout and structural identity of the area before moving into refinement passes to ensure clean integration within the wider environment. In parallel, the settlement wall and main entrance underwent a comprehensive revamp, including a significant scale increase, updated textures, and additional wooden framework to reinforce the structure’s expanded proportions and visual logic. With these updates finalised, development has begun on a new wooden modular kit for the quarry, defining the foundational pieces that will shape its construction language. Together, these efforts strengthen environmental cohesion and lay the groundwork for richer, more distinctive locations across Depths of Erendorn.




Programming
Client
Across the past month, the Client team concentrated on strengthening the reliability and clarity of player-facing systems while supporting ongoing event development. A significant portion of the work involved continued testing and validation of activities and quests in close coordination with server-side updates, ensuring progression systems remain stable as new content is introduced. Improvements were made to the display and behaviour of Points of Interest, resolving inconsistencies for interactable objects and introducing real-time updates to both the world map and compass widgets. This allows newly spawned objectives to appear immediately without requiring a full interface refresh. Together, these changes improve navigation feedback, reinforce objective visibility, and contribute to a more responsive gameplay experience as Depths of Erendorn continues to evolve.
Server
Across the past month, the Server team delivered a wide range of backend improvements focused on expanding world simulation, strengthening gameplay systems, and improving internal development tools. Significant progress was made on tooling, including the introduction of a 3D map editor within the admin dashboard that allows the team to visualise and modify the world directly as the server interprets it, alongside a live session viewer that provides real-time insight into entities, events, combat logs, and player progression.
Encounter systems were expanded through the introduction of a flexible zone NPC framework, enabling solo NPCs or coordinated patrol groups with configurable teams, behaviours, and AI overrides, supported by new editing tools within the combat viewer. Gameplay systems also saw meaningful updates, including a new equipment slot modifier mechanic for abilities, improved dungeon loot distribution reliability, and refinements to enemy spawning variance and ranking behaviour to create more consistent encounters. Numerous fixes addressed interactable resolution, session validation, movement logging, and dungeon progression issues, while the ability system and its editor received upgrades to improve reliability and design flexibility.
Sound
Across the past month, the Sound team focused on refining the game’s audio systems to improve clarity, balance, and responsiveness during gameplay. Continued work on the ducking and reverb systems helped shape how abilities and environmental sounds interact within the broader soundscape, allowing effects to sit more naturally within combat and exploration scenarios. Several abilities that previously lacked impact were also revisited, with adjustments made to give them stronger presence and clearer identity during encounters. Alongside these improvements, ongoing in-engine reviews of animations ensured that associated sound cues trigger accurately and at the correct moments. Together, these efforts strengthen the consistency and readability of the game’s audio design as Depths of Erendorn continues to evolve.
Environment Art
Across the past month, the Environment team focused on strengthening the structure and visual clarity of several key areas within Erendorn’s world. Landscape sculpting was carried out to properly support the recently developed outpost locations, ensuring terrain flows naturally around new structures and points of interest. Environmental assets were placed and adjusted within the level to establish their presence and improve the relationship between architecture and the surrounding landscape. A new landmark in the field area, informally known as the “DOE Henge”, was also introduced to provide a distinctive focal point that supports both exploration and combat encounters. In parallel, vegetation materials were refined, including adjustments to field flowers to reduce harsh reflections and create a more balanced visual tone across open environments.


.png)

Animation
Across the past month, the Animation team progressed early development of the Minotaur boss encounter, establishing the groundwork for a more varied and impactful combat experience. Skeletal mesh variations were created for the Minotaur and its supporting minions to introduce visual distinction and flexibility within the encounter, while initial attack animations entered active development to define the boss’s combat rhythm and presence. In parallel, a broader clean-up pass was carried out on existing Animation Blueprints within the engine, improving structure, consistency, and long-term maintainability across multiple characters. Together, these efforts strengthen both new encounter content and the underlying animation framework as Depths of Erendorn continues to expand.

Visual Effects
Throughout the past month, the VFX team focused on stabilising and refining combat visuals across a range of abilities, addressing several long-standing issues uncovered during testing. Particular attention was given to cascade emitter behaviour to ensure effects trigger consistently and render correctly during encounters. A number of broken or unreliable abilities were investigated and corrected, restoring expected functionality and improving overall combat readability. In parallel, Lightning Pulse received a visual rework to better reflect its updated design, enhancing its presence and impact in-game. Collectively, these efforts strengthen reliability, clarity, and cohesion across the visual effects library as Depths of Erendorn continues to evolve.

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






