Monthly Devlog | November 2025 | No. 82

Development
December 6, 2025
December 6, 2025

November marked a month of broad refinement across all areas of development, with each team advancing key systems and visual elements that shape the world of Erendorn. Character customisation, environmental expansion, and new equipment sets continued to take form, while significant backend and client-side improvements strengthened gameplay stability and quest reliability. Animation, sound, and VFX teams delivered targeted updates that enhanced clarity, responsiveness, and atmosphere throughout combat, exploration, and NPC interaction. Together, these contributions represent another meaningful stride toward a richer, more polished, and more cohesive experience as Erendorn moves toward its next stages of testing. 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 November, the 3D Modelling team made substantial progress across both character customisation and class-specific equipment, further enriching the visual depth of Erendorn’s roster. Early in the month, work centred on expanding Zentragal customisation through the creation of a new scalp texture, designed to support recently introduced hairstyles and strengthen the race’s overall cohesion. The bulk of the team’s efforts, however, focused on advancing the Forest Druid’s armour sets through multiple production stages. The second set entered active texturing as the team defined material qualities, colour palettes, and organic surface detail that reinforce the class’s naturalistic identity. In parallel, the third equipment set moved from completed retopology into a full texturing pass, gradually building layered tones and refined material blends that tie it into the broader Druid collection while giving it its own distinct character. By month’s end, this final set was approaching a game-ready state, marking a significant step forward in completing the Forest Druid’s expanded wardrobe and enhancing the customisation potential available to future players.

Zentragal hairstyle in progress

Retopology for Forest Druid armour set

Texture progress on third Forest Druid set

Set Piece Design

Throughout November, the Set Piece Design team shifted focus toward expanding Erendorn’s environmental variety, progressing two major location-based initiatives. Early in the month, work centred on completing the new ruins asset kit, finalising a cohesive collection of modular structural pieces, decorative elements, and environmental details that will form the foundation of ancient, long-forgotten spaces across the world. With this kit finished, attention moved to the development of a new outpost area, where the team began establishing its layout, architectural language, and core visual identity. Together, these efforts mark an important step in broadening the game’s environmental storytelling, laying the groundwork for locations that feel distinct, history-rich, and tightly integrated into Erendorn’s evolving landscape.

Collection of assets for ruined areas

Additional assets for ruined areas

Programming

Client

Across November, the Client team concentrated on strengthening the reliability and clarity of Erendorn’s questing and event-driven systems, addressing several underlying issues that had been affecting progression and player feedback. A major breakthrough came from uncovering the cause of chat messages failing to parse correctly, a problem that had been blocking numerous quests from advancing. With this resolved, the team shifted focus to refining how objectives are displayed, fixing cases where archived or completed tasks appeared unexpectedly while newly updated objectives failed to surface at all. These improvements were supported by continued investigation into communication discrepancies between client and server, ensuring world events and quest triggers now behave with far greater consistency. Collectively, this month’s work delivers a more dependable and readable progression experience, laying a stronger foundation for future narrative and activity content.

Server

Throughout November, the Server team made meaningful strides in improving the stability, clarity, and long-term resilience of Erendorn’s backend systems, addressing both long-standing issues and new insights gained from internal testing. A significant portion of the month was dedicated to resolving complex event-system problems, particularly those affecting dialogue handling, contextual line selection, and interactable functionality, ensuring that narrative and interactive elements now behave far more reliably. Parallel to this, the team completed a major refactor of the project’s logging framework, updating every log statement to support granular filtering and improved verbosity control. This upgrade dramatically enhances debugging capabilities and paves the way for richer performance metrics as development scales. Additional improvements were made to server–client communication, including fixes to chat message delivery, refined reporting of interactable states, and clearer handling of XP rewards after combat. Work also began on new systems such as hero-location storage and a broader refactor of server-transfer logic, laying essential foundations for future stability, persistence, and large-scale testing. Collectively, these updates bring Erendorn’s backend closer to the level of robustness required for upcoming phases of external play.

Fixes included:

  • Removed redundant PartyReconnect call.
  • Fixed party handling in server transit situations.
  • Added ControlAPI to enable live data reloading.
  • Updated admin dashboard to enable live data reloading.
  • Created item debug tool to debug an item issue.
  • Added character creation time tracking.
  • Fixed Dialogue template loading.
  • Corrected Dialogue Response loading.

Sound Design

Across November, the Sound team delivered a series of meaningful audio refinements that further strengthened Erendorn’s atmospheric depth and gameplay clarity. Early in the month, the team focused on improving environmental balance, refining storm ambience by adjusting wind intensity levels to create a more controlled and comfortable listening experience during severe weather. Attention then turned toward creature audio, with the Ogre’s vocalisations and movement sounds successfully restored after failing to trigger in the previous playtest, ensuring the creature once again carries the weight and presence intended. Alongside these fixes, foundational work began on a new global reverb system designed to subtly enhance ability sounds, helping them sit more naturally within the game’s wider acoustic space. The first pass of dungeon-specific reverb was also introduced, effectively establishing a sense of enclosed ambience, with ongoing adjustments planned to ensure the effect transitions cleanly when moving between subterranean and open-world environments. Together, these improvements push Erendorn’s soundscape toward a richer, more immersive and reliable state as the game continues to evolve.

Environment Art

Throughout November, the Environment team made meaningful strides in elevating both the visual richness and technical performance of Erendorn’s open world. A major highlight was the introduction of a new Nanite-based world tree, designed to maintain the striking scale of this signature landmark while offering a considerably more efficient footprint for large-scale environments. Work also progressed on shaping the grassland and meadow biomes, with landscape sculpting laying the groundwork for the next wave of foliage passes. To reinforce a stronger sense of world continuity, mountain cliff assets received updated load distances, allowing them to remain visible far across the horizon and better anchor the wider terrain. Alongside these structural updates, early development began on meadow flora, including flowers and supporting foliage that will later bring greater colour variation and ecological depth to the region. Together, these advancements continue to push Erendorn’s natural world toward a more vibrant, expansive, and performant state as the game moves into its next stages of development.

Work in progress World Tree created with perforance in mind

Improved grassland biome

Animation

Across November, the Animation team delivered a sustained wave of improvements that strengthened character motion, responsiveness, and personality throughout Erendorn. Early in the month, attention was directed toward refining movement and combat flow, with ongoing polish passes helping transitions feel more grounded and fluid during moment-to-moment gameplay. Subsequent updates broadened this work, addressing weapon handling and presentation across multiple characters, including correcting the Zentragal’s weapon orientation, enhancing its associated lighting, and updating the Forest Druid’s weapon bones for more accurate hand alignment. Cloth physics were further refined on key classes such as the Knight and Forest Druid, contributing to more natural secondary motion during traversal and combat. The team also advanced animation fidelity across enemies and NPCs, introducing more expressive idle sets for merchants and updating the Ogre with improved locomotion, cloth simulation, and a more fitting temporary weapon. These combined efforts have meaningfully elevated the clarity, character, and overall polish of Erendorn’s animation library as preparations begin for a focused pass on player animations in the months ahead.

Zentragal with implemented hair

Improved placement of Zentragal staff

Forest Druid hair implementation and Human Knight two handed weapon improvements

Ogre animation improvements

Visual Effects

Throughout November, the VFX team focused on strengthening the clarity, consistency, and thematic cohesion of Erendorn’s effects library, guided heavily by feedback from the friends-and-family testing phase. A broad range of spell and ability visuals were revisited, with long-standing offset issues corrected across abilities such as Earthquake, Magic Gland, Summon Geyser, and Thunderstorm, ensuring they now trigger in the correct positions and read more clearly during combat. Missing or incomplete visuals were also addressed, including the introduction of a frosted Web Blast variant for Coldweave Spiders to better reflect their elemental identity. Beyond combat, several misbehaving interactable and environmental effects were repaired, restoring reliable behaviour across the world. The portal received particular attention, gaining subtle motion across its orbiting rocks, each with unique scaling to give every instance a slightly varied presence. Early concept work also began on improving portal visibility in bright conditions, exploring options to enhance its readability without disrupting its established style. These updates collectively push Erendorn’s visual presentation forward, ensuring a more cohesive and responsive experience as testing continues.

Improvements to portal movement

Earthquake ability improvements

Portal idea generation for further fixes

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

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