Over the past month, the team has continued to push forward across multiple core pillars of Depths of Erendorn, delivering meaningful progress in both content creation and underlying system development. Work has focused on strengthening creature production pipelines, expanding world event assets, and improving the clarity and usability of player-facing interfaces, alongside significant backend and server-side enhancements that support stability, progression, and multiplayer functionality. Across environments, gameplay systems, and character development, steady iteration has helped improve consistency, performance, and visual quality, while also laying important groundwork for upcoming features and future testing 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
Over the past month, the 3D modelling team has made substantial progress on the redevelopment of the Vaznarite, guiding the creature through a full production pipeline from initial sculpt to in-game visual development. Work began with refining the high-resolution sculpt, strengthening the creature’s silhouette, proportions, and armour design to establish a more defined and weathered aesthetic aligned with the world of Depths of Erendorn. Following the completion of the sculpting phase, the team progressed into retopology, producing an optimised mesh suitable for animation and engine integration while preserving the detail of the original sculpt. With the foundation in place, development moved into texturing, where material definition and surface detail were introduced, including the painting of molten lava channels designed to support animated in-engine effects that simulate flowing magma. These combined stages have steadily shaped the Vaznarite into a fully realised creature asset, ready for further animation and final implementation.
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Set Piece Design
Across the past month, the Set Piece Design team has continued to refine and expand the range of assets used within world events in Depths of Erendorn, with a strong focus on improving visual quality and environmental consistency. Existing set pieces have received multiple polish passes to enhance their presentation and ensure they better support the atmosphere, storytelling, and readability of event encounters. In parallel, the team has begun developing new variations of established assets, broadening the available pool of event props and environmental dressing to increase diversity across encounter spaces. These ongoing improvements help strengthen the visual identity of world events while supporting more varied and engaging scene composition throughout the game.
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Programming
Client
The Client team has continued to refine and expand player-facing systems across Depths of Erendorn, with a strong focus on improving usability, stability, and the clarity of core gameplay information. Significant work has been carried out across the user interface and user experience, including ongoing improvements to ability presentation through updated descriptions, tooltips, and supporting UI elements to ensure combat information is communicated more clearly. In parallel, multiple issues identified during alpha testing were addressed, including fixes for quest duplication bugs, improvements to world map point-of-interest scaling, and ongoing investigations into system interactions affecting group functionality and progression feedback. The team also delivered broader quest system enhancements, refining reward presentation across the quest journal, advancing completion pop-ups, and integrating support for new class abilities through updated blueprints, animations, and descriptions. Alongside these feature updates, a comprehensive polish pass across ability tooltips and interface elements has further improved readability and consistency, while additional bug fixes and missing UI corrections have helped strengthen overall reliability ahead of future testing phases.
Server
Over the past month, the Server team has delivered extensive improvements across core gameplay systems, multiplayer functionality, and backend infrastructure in Depths of Erendorn, with a strong focus on stability, scalability, and expanding player progression. Significant work was completed on communication systems, including a full overhaul of chat functionality with proximity-based local messaging, configurable channels, and a centralised message-of-the-day system, alongside refinements to session joining and social connectivity to improve player interaction flow. Combat systems received major attention, with ongoing fixes to encounters failing to conclude correctly, improved combat log handling, faster engagement processing, and enhanced enemy target reassessment to support more reliable and responsive battles.
The team also expanded progression systems through the implementation of new level three class abilities across multiple archetypes, alongside supporting systems such as ability unlearning, usage metrics, and expanded ability editor functionality for deeper testing and balancing. Additional improvements included elite enemy promotion rework, refined loot and entity systems, enhanced settlement and navigation data, and expanded testing tools such as enemy-versus-enemy simulation and character management utilities. Across backend infrastructure, updates to logging, diagnostics, stability, and world systems have further strengthened overall reliability, while new integrations and account features continue to support ongoing development and future testing phases.
Environment Art
Throughout the past month, the Environment team has continued to elevate both the visual fidelity and gameplay readability of outdoor and subterranean regions across Depths of Erendorn. Landscape composition and traversal have been refined through ongoing adjustments to vegetation density, grass variation, and altitude-based material rules, ensuring more natural biome transitions and clearer environmental layering across elevations. New environmental obstacles, including boulder formations, have been introduced to enrich combat spaces and encourage more varied encounter layouts, while improvements to spawn positioning have helped strengthen early player orientation and world readability. Alongside these broader world enhancements, significant progress has been made towards the next generation of frost regions, including early development of procedural cave and cliff generation tools in Blender Geometry Nodes, alongside new ice and snow material systems in Unreal Engine 5. Additional work on ice lake materials, snow displacement effects, and terrain blending has further improved depth and variation within cold environments, supporting the ongoing expansion of more dynamic and visually cohesive biomes.







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






