Monthly Devlog | March 2026 | No. 86

Development
April 7, 2026
April 7, 2026

Over the past month, development across Depths of Erendorn has progressed through a coordinated push on content creation, system refinement, and tooling improvements. Work has focused on bringing new enemies and environments closer to completion while strengthening the underlying systems that support combat, progression, and world interaction. Alongside this, continued investment in internal tools and workflows has helped improve iteration speed and reliability across the project. Together, these efforts reinforce both the playable experience and the foundations required to support ongoing expansion as development moves forward. 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

Throughout the past month, the 3D Modelling team has taken the Sinker enemy through several key stages of production, progressing from refined sculpt work into full optimisation and preparation for in-engine use. Early efforts focused on completing the retopology process, rebuilding the high-resolution sculpt into a clean and efficient mesh suitable for animation and performance requirements. This was followed by UV unwrapping, establishing a structured layout to support consistent texturing and material application. With these foundational steps complete, work has now moved into the texturing phase, where surface detail and materials are being developed to bring the creature’s rocky form to life.

Sinker retopology in progress

Continued retopology for the Sinker enemy

Finalised retopology for the Sinker

Textures in progress for the Sinker enemy

Set Piece Design

Across the past month, the Set Piece Design team has made steady progress on the quarry location, advancing its modular asset set from early blockout into more refined and production-ready forms. Work focused on improving structural meshes and leveraging trimsheets to establish a consistent material language across the kit, helping define the quarry’s construction style while supporting efficient asset creation. As development continued, attention shifted toward increasing detail across key structures and beginning set dressing passes to give the environment greater depth and functional clarity. Additional elements such as hanging flags, crane structures, and supporting props remain in development and will further enhance the scale and storytelling of the area.

Quarry modular pieces in progress

Cranes in progress

Continued crane asset progress

Additional details for quarry set pieces

Quarry pieces in engine

Programming

Client

The past month saw the Client team concentrate on strengthening the stability and reliability of event handling and quest progression systems in preparation for continued testing. A key focus was resolving multiplayer desynchronisation issues to ensure all players consistently receive accurate and up-to-date quest information, improving the shared gameplay experience. Alongside this, significant improvements were made to how quest updates are processed, allowing new data to correctly replace outdated entries and preventing unnecessary memory accumulation during extended play sessions. This work also enabled the removal of redundant blueprint logic, improving overall system efficiency. Additional fixes addressed issues with completed activities not clearing from the interface, enhancing clarity and usability for players.

Server

Across the past month, the Server team has delivered a broad set of improvements spanning gameplay systems, world infrastructure, and internal development tools. A significant portion of the work focused on advancing the DoE Toolset, introducing features such as rich text ability descriptions with inline visual tagging, expanded entity editing capabilities, and improved ability editing workflows, all aimed at speeding up iteration and aligning design output more closely with in-game behaviour. Core systems were also strengthened through updates to collision handling, ability targeting, and database infrastructure, alongside fixes to caching, validation, and event execution stability. In parallel, gameplay-focused work refined combat flow and AI responsiveness, rebalanced experience and loot rewards, and improved navigation across the world through updated pathfinding and zone data. New content groundwork was established with the introduction of additional World Boss encounters and early Level 3 enemy implementation, supported by continued debugging of event systems and race condition issues.

Sound Design

Across the past month, the Sound team has focused on strengthening combat audio and preparing key encounters for upcoming testing. Work centred on developing new vocal elements for creatures such as the Predator Plant and Cobra, helping to reinforce their identity and presence during encounters, while additional sounds were created for the Minotaur to support its impact within combat scenarios. The team also introduced new lifecycle audio, including a death-fall impact for the Predator Plant, with plans to extend this approach across other characters to improve consistency and feedback. Alongside content creation, a strong emphasis was placed on in-engine implementation, ensuring audio systems and assets are correctly integrated and functioning as intended during gameplay.

Environment Art

March saw the Environment team focus on refining both the visual fidelity and functional behaviour of key areas across Erendorn’s world. Significant improvements were made to river systems, with updated materials introducing more natural colour variation and enhanced flow animation, alongside spawning logic changes to prevent vegetation from appearing within water paths. Work also progressed on settlement development, with perimeter structures and gates placed to better define space and guide player movement, supported by terrain adjustments across both settlement and surrounding forest areas to improve traversal and gameplay flow. In addition, crystal materials were refined to function more effectively as in-cave light sources, enhancing atmosphere and visibility in underground spaces.

Updated river material

Settlement walls and gates in the engine

Animation

Across the past month, the Animation team has progressed a range of encounter-focused work, supporting both new content and ongoing system integration. Development of the Minotaur encounter advanced through rigging fixes, updated physics implementation, and the creation of new idle, attack, and death animations, alongside visual variations to better distinguish supporting minions. In parallel, engine-side work improved animation blends and refined character blueprint behaviour, strengthening overall responsiveness and consistency during gameplay. Early preparation also began on the Forest Druid Queen encounter, establishing the foundations for more complex character interactions, while continued work on the Predator plant focused on animation refinement, scaling, and in-engine validation to ensure clarity during encounters.

Overlapping skeleton joints fixes

Minotaur and minion animations

Forest Druid Queen with updated armour set

Predator plant animations

Scale changes for predator plant

Visual Effects

Finally, the VFX team has focused on improving the reliability, clarity, and flexibility of combat effects across Depths of Erendorn. A significant portion of the work involved addressing issues identified during testing, including correcting effect placement by adjusting offsets to prevent visuals from appearing below terrain while socket integration continues to be refined. Ongoing investigation into effects that are not yet triggering due to animation or blueprint limitations has been carried out in coordination with other teams to ensure accurate validation once resolved. Alongside these fixes, the team explored new techniques for ability visuals, developing a flexible web-like effect for Zentragal abilities that expands the available toolkit for future designs.

Visual effect experimentation

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

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