Throughout the past month, development across all teams has continued to build momentum as Depths of Erendorn moves further into its next stage of production. The world of Erendorn has seen significant improvements, from visual and environmental upgrades to core system refinements and gameplay enhancements. The Environment and Set Piece Design teams worked in tandem to expand the richness and realism of the settlements and wilderness, while the 3D Modelling and Animation teams pushed forward with new character assets and improved motion systems to strengthen player identity and responsiveness.
On the technical front, the Server and Client teams focused on stability, optimisation, and improved data handling, ensuring smoother communication between systems and more reliable gameplay across multiplayer sessions. Meanwhile, the Sound and VFX teams refined the auditory and visual feedback of the world, enhancing atmosphere and readability across key interactive elements. Together, these updates reflect a month of cohesive progress, bringing the team closer to delivering the depth, polish, and immersion at the heart of Erendorn’s design. 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 advanced several key areas of character development, with significant progress made on both the Forest Druid’s equipment sets and new customisation assets. The month began with the completion of the Forest Druid’s sculpting phase, followed by an extensive retopology process to prepare the models for in-game integration while maintaining their intricate organic forms and layered design. The first of the three new armour sets has now been fully optimised, with work continuing on the remaining two. In addition to this, the team began expanding player customisation options by creating a dedicated hair material for the Forest Druid, which will later feature interwoven natural elements to enhance its thematic identity. A new hairstyle for the Zentragal was also introduced, designed to complement the race’s distinctive visual style and colour palette. Together, these updates strengthen the diversity and visual richness of Erendorn’s characters, paving the way for deeper personalisation and more cohesive class design.
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Set Piece Design
Over the past month, the Set Piece Design team has made steady progress refining Erendorn’s settlements, with a particular focus on polishing and expanding the game’s bustling marketplace areas. Work throughout the month centred on improving layout composition, enhancing the visual integration of wooden structures, and refining smaller environmental assets to create a more cohesive and believable space. Preparations also began for the next phase of development, which will introduce new decals, foliage, and cloth props to add depth and realism to the environment. In addition to the marketplace improvements, the team turned attention toward the tented areas, improving their set dressing and visual flow to better complement the surrounding scenery. To support future content, research and reference gathering began for the upcoming ruins area, which will bring fresh architectural and thematic elements to Erendorn’s expanding world. Together, these updates continue to strengthen the visual storytelling and atmosphere of the game’s settlements.

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Programming
Client
Throughout the past month, the Client team concentrated on improving data synchronisation, stability, and overall functionality across several core gameplay systems. A major focus was refining the interaction between quests, activities, and interactable objects to ensure more accurate communication between client and server. This included correcting asset IDs, adding new placeholders for upcoming quest content, and updating the client’s interactable tables to better handle spawning behaviour. Significant progress was also made with the new party update filtering system, which now ensures quest and activity progress is displayed only for relevant groups, reducing confusion during multiplayer sessions. Additional fixes addressed issues with NPCs loading incorrect models or failing to link with their corresponding interactables, problems traced back to session and ID mismatches. These updates now allow both NPCs and interactable objects to function together as intended. Ongoing testing of quest completion and progress tracking helped identify and resolve residual inconsistencies, bringing the client and server into closer alignment and delivering a smoother, more dependable gameplay experience for players.
Server
Throughout the past month, the Server team focused on strengthening the stability, functionality, and overall performance of Erendorn’s backend systems. A major milestone was achieved with the integration of dialogues into the quest framework, allowing for more dynamic and interactive gameplay experiences. Numerous fixes were implemented to ensure proper dialogue activation, data storage, and template retrieval, alongside improvements to service preloading and system initialisation. The team also refined entity spawning logic, replacing deterministic patterns with more naturalised randomisation to enhance encounter variety.
Several critical issues identified during internal playtesting were addressed, including crashes related to shield depletion, event ability casting, and rotation data errors in dungeons. Enhancements to combat and multiplayer flow were introduced, such as allowing disconnected players to reconnect to active adventures, adjusting post-dungeon behaviour, and implementing a two-minute grace timer for disconnections. Further updates improved XP handling, inventory management, and thread safety across server processes, while world terrain was remapped to align with recent environmental revisions. These combined efforts continue to enhance system reliability and deliver a smoother, more consistent gameplay experience for players across Erendorn’s evolving world.
Sound Design
Over the course of the month, the Sound team dedicated their efforts to improving the overall consistency and quality of in-game audio, with a particular focus on character movement. A full review and rebalancing pass was carried out across the game’s footstep sounds, ensuring a more cohesive audio mix while preserving natural variation based on character size, movement weight, and terrain type. Adjustments were also made to file lengths, removing excessive sound tails that previously interfered with step timing during faster movements. Alongside this, the team compiled an updated list of sound effects requiring levelling and refinement, laying the foundation for future polish and replacement work. These improvements not only bring greater clarity and responsiveness to player movement but also mark another step toward a more immersive and dynamically balanced soundscape throughout Erendorn.
Environment Art
Throughout the past month, the Environment team focused on enhancing both the visual fidelity and technical performance of Erendorn’s expansive world. Major progress was made in restructuring the Procedural Content Generation (PCG) system, with the world volume divided into smaller, more efficient chunks and successfully integrated into World Partition. This improvement not only optimises performance but also provides finer control over view distances and hierarchical level of detail (HLOD) management. Tree density was increased to create richer, more lifelike forests, while rock clusters were reimagined with updated assets and refined generation logic to bring greater environmental diversity. The team also introduced a new grass system, complete with freshly developed assets that add texture and natural depth to the terrain. Further refinements to landscape texture blending and collision fixes across cliffs, rocks, and trees have improved both the visual experience and player interaction. Alongside these updates, a crash related to World Partition was resolved, restoring stability to the development workflow. Together, these improvements have brought Erendorn’s world closer to the level of polish and optimisation required for large-scale gameplay.




Animation
Over the past month, the Animation team made steady progress in expanding and refining the game’s growing animation library, with a focus on improving combat flow and character responsiveness. New spell animations were introduced to broaden the range of abilities available to various classes, enhancing the clarity and impact of spellcasting during battle. Existing animations also underwent a round of polish, with attention given to timing, transitions, and overall movement fluidity to ensure each action feels natural and engaging. In preparation for future updates, the team reviewed and planned adjustments to player movement animations based on feedback from recent playtests, aiming to strengthen realism and gameplay feedback. Additional research and experimentation were conducted into two-handed weapon animation setups, testing new parenting methods to achieve smoother and more dynamic motion. To round off the month’s progress, the Forest Druid’s new hair was implemented successfully, contributing to improved character presentation and integration within the world of Erendorn.


Visual Effects
Throughout the past month, the VFX team focused on improving the visual clarity and environmental integration of interactable objects across Erendorn. A full visual pass was completed on key interactables such as vendors, quest torches, and event markers, each receiving updated effects designed to enhance visibility and help players more easily identify important points of interest within the world. These refinements not only improve gameplay readability but also bring greater cohesion to how interactive elements blend into their surrounding environments. The team also introduced a refreshed visual design for the world portal, incorporating additional effects to give it more presence and a stronger connection to the game’s ambient lighting and atmosphere. Together, these updates represent an important step in strengthening the visual language of Erendorn’s interactive world, ensuring both function and artistry are in balance.

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






